e2D 2.0.0__cp313-cp313-win_amd64.whl

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+ #version 430
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+ uniform vec4 color;
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+ out vec4 f_color;
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+ void main() {
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+ f_color = color;
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+ }
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+ #version 430
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+ uniform vec2 resolution;
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+ in vec2 in_pos;
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+ void main() {
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+ // Convert pixel coords to NDC
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+ vec2 ndc = (in_pos / resolution) * 2.0 - 1.0;
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+ ndc.y = -ndc.y; // Flip Y
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+ gl_Position = vec4(ndc, 0.0, 1.0);
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+ }
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+ #version 430
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+ uniform vec4 color;
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+ uniform bool round_points;
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+ out vec4 f_color;
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+ void main() {
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+ if (round_points) {
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+ vec2 coord = gl_PointCoord - vec2(0.5);
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+ if (length(coord) > 0.5) discard;
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+ }
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+ f_color = color;
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+ }
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+ #version 430
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+ layout(local_size_x=64) in;
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+
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+ layout(std430, binding=1) buffer PointBuffer {
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+ vec2 points[];
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+ };
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+
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+ uniform vec2 offset;
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+ uniform int capacity;
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+
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+ void main() {
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+ uint id = gl_GlobalInvocationID.x;
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+ if (id >= capacity) return;
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+
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+ points[id] += offset;
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+ }
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+ #version 430
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+ layout(std140, binding=0) uniform View {
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+ vec2 resolution;
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+ vec2 center;
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+ vec2 scale;
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+ float aspect;
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+ } view;
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+
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+ layout(std430, binding=1) buffer PointBuffer {
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+ vec2 points[];
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+ };
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+
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+ uniform int start_index;
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+ uniform int capacity;
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+ uniform float point_size;
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+
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+ void main() {
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+ // Handle ring buffer wrapping
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+ int idx = (start_index + gl_VertexID) % capacity;
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+ vec2 p = points[idx];
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+
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+ vec2 diff = p - view.center;
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+ vec2 norm = diff * view.scale;
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+ norm.x /= view.aspect;
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+ gl_Position = vec4(norm, 0.0, 1.0);
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+ gl_PointSize = point_size;
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+ }