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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019
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Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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#ifndef RUNTIME_CONST
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#define const
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#endif
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#ifdef GL_ES
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#extension GL_EXT_geometry_shader: require
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#ifdef GL_NV_shader_noperspective_interpolation
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#extension GL_NV_shader_noperspective_interpolation: require
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#endif
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#endif
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#ifdef EXPLICIT_UNIFORM_LOCATION
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layout(location = 5)
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#endif
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uniform lowp vec2 viewportSize; /* defaults to zero */
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layout(triangles) in;
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layout(triangle_strip, max_vertices = 3) out;
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/* Interpolate in screen space (if possible) */
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#if !defined(GL_ES) || defined(GL_NV_shader_noperspective_interpolation)
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noperspective
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#endif
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out lowp vec3 dist;
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void main() {
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/* Screen position of each vertex */
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vec2 p[3];
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for(int i = 0; i != 3; ++i)
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p[i] = viewportSize*gl_in[i].gl_Position.xy/gl_in[i].gl_Position.w;
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/* Vector of each triangle side */
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const vec2 v[3] = vec2[3](
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p[2]-p[1],
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p[2]-p[0],
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p[1]-p[0]
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);
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/* Compute area using perp-dot product */
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const float area = abs(dot(vec2(-v[1].y, v[1].x), v[2]));
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/* Add distance to opposite side to each vertex */
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for(int i = 0; i != 3; ++i) {
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dist = vec3(0.0, 0.0, 0.0);
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dist[i] = area/length(v[i]);
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gl_Position = gl_in[i].gl_Position;
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EmitVertex();
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}
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EndPrimitive();
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}
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