实线画出来了。
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@@ -3,7 +3,7 @@
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layout(location = 0) in vec3 fragColor;
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layout(location = 0) in vec3 fragColor;
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layout(location = 1) in vec3 fragSegmentStart;
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layout(location = 1) in vec3 fragSegmentStart;
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layout(location = 2) in vec3 fragSegmentEnd;
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layout(location = 2) in vec3 fragSegmentEnd;
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layout(location = 3) in vec3 fragWorldPos;
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//layout(location = 3) in vec3 fragWorldPos;
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layout(location = 0) out vec4 outColor;
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layout(location = 0) out vec4 outColor;
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@@ -56,9 +56,12 @@ void main() {
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currentPos);
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currentPos);
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// 如果alpha接近0,直接丢弃片元
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// 如果alpha接近0,直接丢弃片元
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if (alpha < 0.01) {
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discard;
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}
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outColor = vec4(fragColor, alpha);
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// if (alpha < 0.01) {
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// discard;
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// }
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// outColor = vec4(fragColor, alpha);
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outColor = vec4(1, 0, 0, 1.0);
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}
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}
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@@ -0,0 +1,11 @@
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#version 450
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layout(location = 0) in vec3 fragColor;
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layout(location = 0) out vec4 outColor;
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void main() {
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outColor = vec4(1, 0, 0, 1.0);
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}
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@@ -0,0 +1,23 @@
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#version 450
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inColor;
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layout(location = 2) in vec3 inLineStart;
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layout(location = 3) in vec3 inLineEnd;
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layout(location = 0) out vec3 fragColor;
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layout(binding = 0) uniform UniformBufferObject {
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mat4 proj;
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mat4 model;
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mat4 view;
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} ubo;
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void main() {
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//mat4 worldviewproj = ubo.proj * ubo.view * ubo.model;
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mat4 mvp = ubo.proj * ubo.view * ubo.model;
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//gl_Position = worldviewproj * vec4(inPosition, 1.0);
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gl_Position = mvp * vec4(inPosition, 1.0);
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fragColor = inColor;
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}
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