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Voltage heat map implemented using modern OpenGL =) New external library required: -GLEW -GLFW -GLM (incorporeted at the source) Old memory leaks fixed =)
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@@ -15,6 +15,7 @@ docs/doxygen/latex | |
data/ | ||
Debug/ | ||
Release/ | ||
ExtLibs/ | ||
x64/ | ||
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# Compiled source # | ||
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#shader vertex | ||
#version 330 core | ||
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layout(location = 0) in vec4 position; | ||
layout(location = 1) in vec3 colour; | ||
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uniform mat4 u_mvpMatrix; | ||
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void main() | ||
{ | ||
gl_Position = u_mvpMatrix * position; | ||
}; | ||
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#shader fragment | ||
#version 330 core | ||
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layout(location = 0) out vec4 color; | ||
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vec3 hsl2rgb(in vec3 c) | ||
{ | ||
vec3 rgb = clamp(abs(mod(c.x * 6.0 + vec3(0.0, 4.0, 2.0), 6.0) - 3.0) - 1.0, 0.0, 1.0); | ||
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return c.z + c.y * (rgb - 0.5) * (1.0 - abs(2.0 * c.z - 1.0)); | ||
} | ||
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void main() | ||
{ | ||
vec3 colorRGB = hsl2rgb(vec3(gl_FragCoord.z * 0.8, 1.0, 0.5)); | ||
color = vec4(colorRGB, 1.0); | ||
}; |
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,35 @@ | ||
#shader vertex | ||
#version 330 core | ||
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layout(location = 0) in vec4 position; | ||
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uniform mat4 u_mvpMatrix; | ||
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void main() | ||
{ | ||
gl_Position = u_mvpMatrix * position; | ||
}; | ||
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#shader fragment | ||
#version 330 core | ||
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layout(location = 0) out vec4 color; | ||
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uniform vec4 u_offset; | ||
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vec3 hsl2rgb(in vec3 c) | ||
{ | ||
vec3 rgb = clamp(abs(mod(c.x * 6.0 + vec3(0.0, 4.0, 2.0), 6.0) - 3.0) - 1.0, 0.0, 1.0); | ||
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return c.z + c.y * (rgb - 0.5) * (1.0 - abs(2.0 * c.z - 1.0)); | ||
} | ||
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void main() | ||
{ | ||
vec3 colorRGB = hsl2rgb(vec3(gl_FragCoord.z * 0.8, 1.0, 0.5)); | ||
color = vec4(colorRGB, 1.0); | ||
if(gl_FragCoord.x - u_offset.x <= 2.0) color = vec4(0.0, 0.0, 0.0, 1.0); | ||
if(gl_FragCoord.x - u_offset.x >= 28.0) color = vec4(0.0, 0.0, 0.0, 1.0); | ||
if(gl_FragCoord.y + u_offset.y >= u_offset.w - 2.0) color = vec4(0.0, 0.0, 0.0, 1.0); | ||
if(gl_FragCoord.y + u_offset.y <= u_offset.w - 298.0) color = vec4(0.0, 0.0, 0.0, 1.0); | ||
}; |
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