Avoid using `tan` as identifier in shaders.
This conflicts with the tan() function, currently only on macOS.pull/252/merge
parent
f37881a2e3
commit
20a4a2b23f
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@ -7,7 +7,7 @@ const float feather = 0.5;
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attribute vec3 pos;
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attribute vec3 loc;
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attribute vec3 tan;
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attribute vec3 tgt;
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uniform mat4 modelview;
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uniform mat4 projection;
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@ -21,7 +21,7 @@ void main() {
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vec3 dir = vec3(modelview[0].z, modelview[1].z, modelview[2].z);
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// calculate line contour extension basis for constant width and caps
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vec3 norm = normalize(cross(tan, dir));
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vec3 norm = normalize(cross(tgt, dir));
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norm = normalize(norm - dir * dot(dir, norm));
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vec3 perp = normalize(cross(dir, norm));
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@ -11,7 +11,7 @@ const float feather = 0.5;
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attribute vec3 pos;
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attribute vec4 loc;
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attribute vec3 tan;
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attribute vec3 tgt;
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attribute vec3 nol;
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attribute vec3 nor;
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@ -40,7 +40,7 @@ void main() {
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(mode == EMPHASIZED_WITHOUT_CONTOUR && isTagged && !isOutline));
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// calculate line contour extension basis for constant width and caps
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vec3 norm = normalize(cross(tan, dir));
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vec3 norm = normalize(cross(tgt, dir));
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norm = normalize(norm - dir * dot(dir, norm));
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vec3 perp = normalize(cross(dir, norm));
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@ -453,7 +453,7 @@ void EdgeRenderer::Init(const StippleAtlas *a) {
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{
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{ ATTRIB_POS, "pos" },
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{ ATTRIB_LOC, "loc" },
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{ ATTRIB_TAN, "tan" }
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{ ATTRIB_TAN, "tgt" }
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}
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);
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}
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@ -638,7 +638,7 @@ void OutlineRenderer::Init(const StippleAtlas *a) {
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{
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{ ATTRIB_POS, "pos" },
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{ ATTRIB_LOC, "loc" },
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{ ATTRIB_TAN, "tan" },
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{ ATTRIB_TAN, "tgt" },
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{ ATTRIB_NOL, "nol" },
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{ ATTRIB_NOR, "nor" }
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}
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