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@ -4,52 +4,52 @@
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const vec4 positions[36] = vec4[36](
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// BOTTOM
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vec4(-0.5, 0.5, -0.5, 1.0),
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vec4(0.5, 0.5, 0.5, 1.0),
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vec4(-0.5, 0.5, 0.5, 1.0),
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vec4(0.5, 0.5, -0.5, 1.0),
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vec4(0.5, 0.5, 0.5, 1.0),
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vec4(-0.5, 0.5, -0.5, 1.0),
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vec4(-50.0, 50.0, -50.0, 1.0),
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vec4(50.0, 50.0, 50.0, 1.0),
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vec4(-50.0, 50.0, 50.0, 1.0),
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vec4(50.0, 50.0, -50.0, 1.0),
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vec4(50.0, 50.0, 50.0, 1.0),
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vec4(-50.0, 50.0, -50.0, 1.0),
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// TOP
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vec4(0.5, -0.5, 0.5, 1.0),
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vec4(-0.5, -0.5, -0.5, 1.0),
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vec4(-0.5, -0.5, 0.5, 1.0),
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vec4(0.5, -0.5, 0.5, 1.0),
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vec4(0.5, -0.5, -0.5, 1.0),
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vec4(-0.5, -0.5, -0.5, 1.0),
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vec4(50.0, -50.0, 50.0, 1.0),
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vec4(-50.0, -50.0, -50.0, 1.0),
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vec4(-50.0, -50.0, 50.0, 1.0),
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vec4(50.0, -50.0, 50.0, 1.0),
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vec4(50.0, -50.0, -50.0, 1.0),
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vec4(-50.0, -50.0, -50.0, 1.0),
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// FRONT
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vec4(-0.5, -0.5, -0.5, 1.0),
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vec4(0.5, 0.5, -0.5, 1.0),
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vec4(-0.5, 0.5, -0.5, 1.0),
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vec4(0.5, -0.5, -0.5, 1.0),
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vec4(0.5, 0.5, -0.5, 1.0),
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vec4(-0.5, -0.5, -0.5, 1.0),
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vec4(-50.0, -50.0, -50.0, 1.0),
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vec4(50.0, 50.0, -50.0, 1.0),
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vec4(-50.0, 50.0, -50.0, 1.0),
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vec4(50.0, -50.0, -50.0, 1.0),
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vec4(50.0, 50.0, -50.0, 1.0),
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vec4(-50.0, -50.0, -50.0, 1.0),
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// BACK
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vec4(0.5, 0.5, 0.5, 1.0),
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vec4(-0.5, -0.5, 0.5, 1.0),
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vec4(-0.5, 0.5, 0.5, 1.0),
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vec4(0.5, 0.5, 0.5, 1.0),
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vec4(0.5, -0.5, 0.5, 1.0),
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vec4(-0.5, -0.5, 0.5, 1.0),
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vec4(50.0, 50.0, 50.0, 1.0),
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vec4(-50.0, -50.0, 50.0, 1.0),
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vec4(-50.0, 50.0, 50.0, 1.0),
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vec4(50.0, 50.0, 50.0, 1.0),
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vec4(50.0, -50.0, 50.0, 1.0),
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vec4(-50.0, -50.0, 50.0, 1.0),
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// LEFT
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vec4(-0.5, -0.5, -0.5, 1.0),
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vec4(-0.5, 0.5, 0.5, 1.0),
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vec4(-0.5, -0.5, 0.5, 1.0),
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vec4(-0.5, 0.5, -0.5, 1.0),
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vec4(-0.5, 0.5, 0.5, 1.0),
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vec4(-0.5, -0.5, -0.5, 1.0),
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vec4(-50.0, -50.0, -50.0, 1.0),
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vec4(-50.0, 50.0, 50.0, 1.0),
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vec4(-50.0, -50.0, 50.0, 1.0),
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vec4(-50.0, 50.0, -50.0, 1.0),
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vec4(-50.0, 50.0, 50.0, 1.0),
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vec4(-50.0, -50.0, -50.0, 1.0),
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// RIGHT
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vec4(0.5, 0.5, 0.5, 1.0),
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vec4(0.5, -0.5, -0.5, 1.0),
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vec4(0.5, -0.5, 0.5, 1.0),
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vec4(0.5, 0.5, 0.5, 1.0),
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vec4(0.5, 0.5, -0.5, 1.0),
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vec4(0.5, -0.5, -0.5, 1.0)
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vec4(50.0, 50.0, 50.0, 1.0),
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vec4(50.0, -50.0, -50.0, 1.0),
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vec4(50.0, -50.0, 50.0, 1.0),
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vec4(50.0, 50.0, 50.0, 1.0),
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vec4(50.0, 50.0, -50.0, 1.0),
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vec4(50.0, -50.0, -50.0, 1.0)
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);
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layout(push_constant, std430) uniform pc {
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@ -69,7 +69,7 @@ void main() {
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pos_pre = positions[gl_VertexIndex];
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// define constants
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const float zFar = 100.0;
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const float zFar = 50.0;
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const float zNear = 0.1;
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// assign the transformee
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