add shot-ring shader and create shot-ring attributes buffer
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@@ -0,0 +1,5 @@
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void main(void)
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{
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gl_FragColor = vec4(1.0, 0.1, 0.1, 1.0);
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}
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@@ -0,0 +1,13 @@
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uniform mat4 projection;
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uniform mat4 modelview;
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uniform float scale;
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/* pos.xyz is position, pos.w is offset */
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attribute vec4 pos;
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void main(void)
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{
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vec3 pos3 = pos.xyz * (scale + pos.w);
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gl_Position = projection * modelview * vec4(pos3, 1);
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}
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