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https://github.com/OPM/ResInsight.git
synced 2025-02-25 18:55:39 -06:00
Updated to version 0.8.0
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ApplicationCode/Resources/EclipseInput48x48.png
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ApplicationCode/Resources/EclipseInput48x48.png
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@@ -22,7 +22,8 @@
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<file>WellCollection.png</file>
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<file>octave.png</file>
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<file>Folder.png</file>
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</qresource>
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<file>EclipseInput48x48.png</file>
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</qresource>
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<qresource prefix="/Shader/">
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<file>fs_CellFace.glsl</file>
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<file>vs_CellFace.glsl</file>
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@@ -31,12 +31,12 @@ varying vec3 v_ecPosition;
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varying vec3 v_ecNormal;
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// End native vz stuff
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#define POS_I 0
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#define NEG_I 1
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#define POS_J 2
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#define NEG_J 3
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#define POS_K 4
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#define NEG_K 5
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#define POS_I 0.0
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#define NEG_I 1.0
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#define POS_J 2.0
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#define NEG_J 3.0
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#define POS_K 4.0
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#define NEG_K 5.0
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//
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// 7---------6
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@@ -60,7 +60,7 @@ varying vec3 v_ecNormal;
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vec4 getColorFromTextureCoord(float textureCoord, vec4 cellColor)
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{
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if (textureCoord < 0)
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if (textureCoord < 0.0)
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return cellColor;
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else
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return texture2D(u_edgeTexture2D, vec2(textureCoord, 0.5f ));
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@@ -73,7 +73,7 @@ void main()
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{
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v_localCoord = a_localCoord;
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if ( a_colorCell < 0)
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if ( a_colorCell < 0.0)
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v_cellColor = vec4(0.75, 0.75, 0.75, 1); // Light grayish
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else
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v_cellColor = texture2D(u_cellTexture2D, vec2( a_colorCell, 0.5f));
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