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outline shader review
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@@ -1616,7 +1616,7 @@ Standard_Boolean OpenGl_ShaderManager::prepareStdProgramUnlit (Handle(OpenGl_Sha
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EOL" vec3 pdelta = vec3(0.0, 0.0, 0.0);"
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EOL" vec4 proj_normal = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * vec4(occNormal, 0.0);"
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EOL""
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EOL" float aShift = occSilhouetteThickness;"// / 2.0;"
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EOL" float aShift = occSilhouetteThickness;"
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EOL" if (occOrthoScale > 0.0)"
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EOL" {"
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EOL" if (abs(proj_normal[2]) < 0.25)"
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@@ -1625,10 +1625,8 @@ Standard_Boolean OpenGl_ShaderManager::prepareStdProgramUnlit (Handle(OpenGl_Sha
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EOL" if (occIsSilhouettePass < 0.1)"
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EOL" k = -1.0;"
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EOL" "
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EOL" //aShift *= occOrthoScale;"
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EOL" vec3 pn = normalize(vec3(proj_normal.xy, 0.0));"
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EOL" //delta = k * occNormal * aShift;"
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EOL" pdelta = k * pn * aShift;"
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EOL" pdelta = k * pn * aShift / 2;"
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EOL" }"
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EOL" }"
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EOL" else"
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@@ -1645,7 +1643,7 @@ Standard_Boolean OpenGl_ShaderManager::prepareStdProgramUnlit (Handle(OpenGl_Sha
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;
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aSrcVertEndMain +=
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EOL"gl_Position += vec4(2*pdelta.xy, 0.0, 0.0);"
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EOL"gl_Position += vec4(pdelta.xy, 0.0, 0.0);"
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;
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aSrcFragExtraOut +=
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