Clean up code; adding comments
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@@ -8,7 +8,7 @@ layout(location = 0) out vec3 color;
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//out vec3 color;
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// Values that stay constant for the whole mesh.
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uniform sampler2D myTextureSampler;
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uniform sampler2D foreground;
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// Relative width/height of a pixel
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uniform float pixWidth;
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@@ -27,14 +27,10 @@ int radius = 10;
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vec3 getColor(vec2 uvCoord) {
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return texture(myTextureSampler, uvCoord).rgb;
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return texture(foreground, uvCoord).rgb;
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}
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bool isBackground(vec3 c) {
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/*// 49,206, 11
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if (all( lessThanEqual(c, vec3(51.0f/255.0f, 208.0f/255.0f, 13.0f/255.0f))) &&
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all(greaterThanEqual(c, vec3(47.0f/255.0f, 204.0f/255.0f, 9.0f/255.0f)))*/
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// 0, 255, 0
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if (all( lessThanEqual(c, greenValue+difference)) &&
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all(greaterThanEqual(c, greenValue-difference))
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) {
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@@ -74,10 +70,10 @@ void main(){
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}
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if (status == IS_BACKGROUND) {
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color = vec3(0.0f);
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color = vec3(0.0f); // black
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} else if (status == IS_FOREGROUND) {
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color = vec3(1.0f);
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color = vec3(1.0f); // white
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} else {
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color = vec3(0.5f);
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color = vec3(0.5f); // gray
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}
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}
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