New modules compiled
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6
build/shaders/ascope_graticule.frag
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6
build/shaders/ascope_graticule.frag
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#version 330 core
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uniform vec3 uColor;
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out vec4 FragColor;
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void main() {
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FragColor = vec4(uColor, 1.0);
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}
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build/shaders/ascope_graticule.vert
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build/shaders/ascope_graticule.vert
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#version 330 core
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layout(location = 0) in vec2 aPos;
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uniform float uYOffset;
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void main() {
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gl_Position = vec4(aPos.x, aPos.y + uYOffset, 0.0, 1.0);
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}
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build/shaders/ascope_graticule_text.frag
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build/shaders/ascope_graticule_text.frag
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#version 330 core
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in vec2 vUV;
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uniform sampler2D uTexture;
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uniform vec3 uColor;
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out vec4 FragColor;
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void main() {
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float alpha = texture(uTexture, vUV).r;
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FragColor = vec4(uColor, alpha);
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}
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build/shaders/ascope_graticule_text.vert
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build/shaders/ascope_graticule_text.vert
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#version 330 core
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layout(location = 0) in vec2 aPos;
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layout(location = 1) in vec2 aUV;
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uniform float uYOffset;
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out vec2 vUV;
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void main() {
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gl_Position = vec4(aPos.x, aPos.y + uYOffset, 0.0, 1.0);
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vUV = aUV;
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}
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6
build/shaders/ppi_range_rings.frag
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build/shaders/ppi_range_rings.frag
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#version 330 core
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in vec3 vColor;
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out vec4 fragColor;
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void main() {
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fragColor = vec4(vColor, 1.0);
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}
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build/shaders/ppi_range_rings.vert
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build/shaders/ppi_range_rings.vert
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#version 330 core
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layout(location = 0) in vec2 aPos;
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layout(location = 1) in vec3 aColor;
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out vec3 vColor;
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void main() {
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gl_Position = vec4(aPos, 0.0, 1.0);
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vColor = aColor;
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}
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build/shaders/ppi_targets.frag
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11
build/shaders/ppi_targets.frag
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#version 330 core
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in vec2 vUV; // [-1,1] range — distance from blob centre
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out vec4 fragColor;
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uniform vec3 uColor;
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uniform float uFalloff; // gaussian width: larger = tighter core
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void main() {
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float d = length(vUV);
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if (d > 1.0) discard;
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float intensity = exp(-uFalloff * d * d);
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fragColor = vec4(uColor * intensity, intensity);
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}
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build/shaders/ppi_targets.vert
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8
build/shaders/ppi_targets.vert
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#version 330 core
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layout(location = 0) in vec2 aPos;
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layout(location = 1) in vec2 aUV;
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out vec2 vUV;
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void main() {
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gl_Position = vec4(aPos, 0.0, 1.0);
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vUV = aUV;
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}
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