OutCircleMotion外扩圆动画

#include <osg/Geode>
#include <osg/Geometry>
#include <osg/Material>
#include <osg/Vec3>
#include <osg/MatrixTransform>
#include <osg/Texture2D>
#include <osg/TexEnv>
#include <osg/PolygonStipple>
#include <osg/TriangleFunctor>
#include <osg/io_utils>
#include <osg/BlendFunc>

#include <osgDB/ReadFile>
#include <osgDB/WriteFile>

#include <osgGA/TrackballManipulator>

#include <osgViewer/ViewerEventHandlers>
#include <osgViewer/Viewer>

#include <osg/Math>

#include <iostream>

static const char* vertSource = {
	"uniform vec3 lightPosition;\n"
	"varying vec3 normal, eyeVec, lightDir;\n"
	"void main()\n"
	"{\n"
	"    vec4 vertexInEye = gl_ModelViewMatrix * gl_Vertex;\n"
	"    eyeVec = -vertexInEye.xyz;\n"
	"    lightDir = vec3(lightPosition - vertexInEye.xyz);\n"
	"    normal = gl_NormalMatrix * gl_Normal;\n"
	"	 gl_TexCoord[0] = gl_MultiTexCoord0;\n"
	"    gl_Position = ftransform();\n"
	"}\n"
};

static const char* fragSource = {
	"uniform int baseFlag;\n"//流动开关
	"uniform sampler2D baseTex;\n"//纹理0
	"uniform float osg_FrameTime;\n"//当前OSG程序的运行总时间

	"uniform vec4 lightDiffuse;\n"
	"uniform vec4 lightSpecular;\n"
	"uniform float shininess;\n"
	"varying vec3 normal, eyeVec, lightDir;\n"

	"float  PositiveClampedPow(float  X, float  Y)\n"
	"{\n"
		"return pow(max(X,0.0f),Y);\n"
	"}\n"
	"float2  PositiveClampedPow(vec2  X, vec2  Y)\n"
	"{\n"
		"return pow(max(X, vec2(0.0f,0.0f)),Y);\n"
	"}\n"
	"float3  PositiveClampedPow(vec3  X, vec3  Y)\n"
	"{\n"
		"return pow(max(X, vec3(0.0f,0.0f,0.0f)),Y);\n"
	"}\n"
	"float4  PositiveClampedPow(vec4  X, vec4  Y)\n"
	"{\n"
		"return pow(max(X, vec4(0.0f,0.0f,0.0f,0.0f)),Y);\n"
	"}\n"

	"void main (void)\n"
	"{\n"
	"  float a = lightDiffuse.a;\n"
	"  vec4 finalColor = gl_FrontLightModelProduct.s
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