Add imgui
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#version 330 core
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layout (location = 0) in vec2 inputVertex;
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void main()
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{
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gl_Position = vec4(inputVertex.x, inputVertex.y, 0.0, 1.0);
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}
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#version 330 core
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layout (location = 0) in vec2 inputVertex;
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uniform float zoom;
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uniform vec2 center_pos;
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void main()
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{
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vec4 translated = (vec4(inputVertex.x, inputVertex.y, 0.0, 1.0) - vec4(center_pos.x, center_pos.y, 0.0, 0.0));
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gl_Position = vec4(translated.x, translated.y, translated.z, translated.w) * vec4(zoom, zoom, 1, 1);
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}
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@@ -0,0 +1,8 @@
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#version 330 core
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out vec4 fragmentColor;
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void main()
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{
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fragmentColor = vec4(1.0, 0.0, 0.0, 0.0);
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}
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#version 330 core
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out vec4 fragmentColor;
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void main()
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{
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fragmentColor = vec4(1.0, 0.0, 0.0, 0.0);
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}
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#version 330 core
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layout (location = 0) in vec2 inputVertex;
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uniform mat4 model_matrix;
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uniform mat4 projection_view_matrix;
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void main()
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{
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gl_Position = projection_view_matrix * model_matrix * vec4(inputVertex.x , inputVertex.y, 0.0, 1.0);
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}
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#version 330 core
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layout (points) in;
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layout (triangle_strip, max_vertices=3) out;
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void main()
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{
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gl_Position = gl_in[0].gl_Position + vec4(-0.1, 0.0, 0.0, 0.0);
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EmitVertex();
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gl_Position = gl_in[0].gl_Position + vec4(0.0, 0.1, 0.0, 0.0);
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EmitVertex();
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gl_Position = gl_in[0].gl_Position + vec4(0.1, 0.0, 0.0, 0.0);
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EmitVertex();
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EndPrimitive();
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}
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@@ -0,0 +1,17 @@
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#version 330 core
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layout (points) in;
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layout (triangle_strip, max_vertices=3) out;
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uniform float zoom;
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void main()
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{
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gl_Position = gl_in[0].gl_Position + vec4(-0.1, 0.0, 0.0, 0.0) * zoom;
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EmitVertex();
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gl_Position = gl_in[0].gl_Position + vec4(0.0, 0.1, 0.0, 0.0) * zoom;
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EmitVertex();
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gl_Position = gl_in[0].gl_Position + vec4(0.1, 0.0, 0.0, 0.0) * zoom;
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EmitVertex();
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EndPrimitive();
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}
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