正交投影完成
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@@ -6,6 +6,20 @@ layout(location = 2) in vec3 fragLineEnd;
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layout(location = 0) out vec4 outColor;
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layout(location = 0) out vec4 outColor;
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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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layout(binding = 1) uniform DashParameters {
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float dashSize;
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float gapSize;
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float dashOffset;
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float uAASize;
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int useWorldSpace;
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} dashParams;
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void main() {
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void main() {
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vec2 fragPos = gl_FragCoord.xy;
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vec2 fragPos = gl_FragCoord.xy;
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@@ -15,7 +15,10 @@ void main() {
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// 预计算MVP矩阵以减少乘法次数
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// 预计算MVP矩阵以减少乘法次数
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mat4 mvp = ubo.proj * ubo.view * ubo.model;
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mat4 mvp = ubo.proj * ubo.view * ubo.model;
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//vec3 pos = vec3(2.0, inPosition.y, inPosition.z);
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//vec3 pos = vec3(2.0, inPosition.y, inPosition.z);
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gl_Position = mvp * vec4(inPosition, 1.0);
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//gl_Position = mvp * vec4(inPosition, 1.0);
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gl_Position = vec4(inPosition.xy*2 -1, 0.5, 1.0);
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fragColor = inColor;
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fragColor = inColor;
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gl_PointSize = 2.0;
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gl_PointSize = 2.0;
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}
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}
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