mirror of https://github.com/axmolengine/axmol.git
Shader fixes for windows
This commit is contained in:
parent
e8d2cf7871
commit
488a8deae9
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@ -29,13 +29,13 @@ attribute vec4 a_position;
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attribute vec2 a_texCoord;
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attribute vec2 a_texCoord;
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attribute vec4 a_color;
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attribute vec4 a_color;
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#ifdef GL_ES\n
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\n#ifdef GL_ES\n
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varying lowp vec4 v_fragmentColor;
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varying lowp vec4 v_fragmentColor;
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varying mediump vec2 v_texCoord;
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varying mediump vec2 v_texCoord;
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#else\n
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\n#else\n
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varying vec4 v_fragmentColor;
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varying vec4 v_fragmentColor;
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varying vec2 v_texCoord;
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varying vec2 v_texCoord;
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#endif\n
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\n#endif\n
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void main()
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void main()
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{
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{
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@ -1,8 +1,8 @@
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const char* ccLabelDistanceFieldNormal_frag = STRINGIFY(
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const char* ccLabelDistanceFieldNormal_frag = STRINGIFY(
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#ifdef GL_ES\n
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\n#ifdef GL_ES\n
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precision lowp float;
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precision lowp float;
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#endif\n
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\n#endif\n
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varying vec4 v_fragmentColor;
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varying vec4 v_fragmentColor;
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varying vec2 v_texCoord;
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varying vec2 v_texCoord;
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@ -12,13 +12,13 @@ uniform vec4 v_textColor;
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void main()
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void main()
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{
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{
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vec4 color = texture2D(CC_Texture0, v_texCoord);
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vec4 color = texture2D(CC_Texture0, v_texCoord);
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//the texture use dual channel 16-bit output for distance_map
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//the texture use dual channel 16-bit output for distance_map \n
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//float dist = color.b+color.g/256.0;
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//float dist = color.b+color.g/256.0; \n
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// the texture use single channel 8-bit output for distance_map
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// the texture use single channel 8-bit output for distance_map \n
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float dist = color.a;
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float dist = color.a;
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//todo:Implementation 'fwidth' for glsl 1.0
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//todo:Implementation 'fwidth' for glsl 1.0 \n
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//float width = fwidth(dist);
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//float width = fwidth(dist); \n
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//assign width for constant will lead to a little bit fuzzy,it's temporary measure.
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//assign width for constant will lead to a little bit fuzzy,it's temporary measure.\n
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float width = 0.04;
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float width = 0.04;
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float alpha = smoothstep(0.5-width, 0.5+width, dist) * v_textColor.a;
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float alpha = smoothstep(0.5-width, 0.5+width, dist) * v_textColor.a;
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gl_FragColor = v_fragmentColor * vec4(v_textColor.rgb,alpha);
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gl_FragColor = v_fragmentColor * vec4(v_textColor.rgb,alpha);
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@ -1,8 +1,8 @@
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const char* ccLabelDistanceFieldGlow_frag = STRINGIFY(
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const char* ccLabelDistanceFieldGlow_frag = STRINGIFY(
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#ifdef GL_ES\n
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\n#ifdef GL_ES\n
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precision lowp float;
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precision lowp float;
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#endif\n
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\n#endif\n
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varying vec4 v_fragmentColor;
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varying vec4 v_fragmentColor;
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varying vec2 v_texCoord;
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varying vec2 v_texCoord;
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@ -13,12 +13,12 @@ uniform vec4 v_textColor;
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void main()
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void main()
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{
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{
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float dist = texture2D(CC_Texture0, v_texCoord).a;
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float dist = texture2D(CC_Texture0, v_texCoord).a;
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//todo:Implementation 'fwidth' for glsl 1.0
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//todo:Implementation 'fwidth' for glsl 1.0 \n
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//float width = fwidth(dist);
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//float width = fwidth(dist); \n
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//assign width for constant will lead to a little bit fuzzy,it's temporary measure.
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//assign width for constant will lead to a little bit fuzzy,it's temporary measure.\n
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float width = 0.04;
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float width = 0.04;
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float alpha = smoothstep(0.5-width, 0.5+width, dist);
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float alpha = smoothstep(0.5-width, 0.5+width, dist);
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//glow
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//glow \n
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float mu = smoothstep(0.5, 1.0, sqrt(dist));
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float mu = smoothstep(0.5, 1.0, sqrt(dist));
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vec4 color = v_effectColor*(1.0-alpha) + v_textColor*alpha;
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vec4 color = v_effectColor*(1.0-alpha) + v_textColor*alpha;
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gl_FragColor = v_fragmentColor * vec4(color.rgb, max(alpha,mu)*color.a);
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gl_FragColor = v_fragmentColor * vec4(color.rgb, max(alpha,mu)*color.a);
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@ -24,9 +24,9 @@
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*/
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*/
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const char* ccLabelNormal_frag = STRINGIFY(
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const char* ccLabelNormal_frag = STRINGIFY(
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#ifdef GL_ES\n
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\n#ifdef GL_ES\n
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precision lowp float;
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precision lowp float;
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#endif\n
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\n#endif\n
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varying vec4 v_fragmentColor;
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varying vec4 v_fragmentColor;
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varying vec2 v_texCoord;
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varying vec2 v_texCoord;
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@ -35,8 +35,8 @@ uniform vec4 v_textColor;
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void main()
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void main()
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{
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{
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gl_FragColor = v_fragmentColor * vec4( v_textColor.rgb,// RGB from uniform
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gl_FragColor = v_fragmentColor * vec4( v_textColor.rgb,// RGB from uniform\n
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v_textColor.a * texture2D(CC_Texture0, v_texCoord).a// A from texture & uniform
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v_textColor.a * texture2D(CC_Texture0, v_texCoord).a// A from texture & uniform\n
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);
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);
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}
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}
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);
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);
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@ -1,7 +1,10 @@
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/*
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* LICENSE ???
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*/
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const char* ccLabelOutline_frag = STRINGIFY(
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const char* ccLabelOutline_frag = STRINGIFY(
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#ifdef GL_ES\n
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\n#ifdef GL_ES\n
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precision lowp float;
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precision lowp float;
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#endif\n
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\n#endif\n
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varying vec4 v_fragmentColor;
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varying vec4 v_fragmentColor;
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varying vec2 v_texCoord;
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varying vec2 v_texCoord;
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@ -25,9 +25,9 @@
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const char* ccPositionColor_frag = STRINGIFY(
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const char* ccPositionColor_frag = STRINGIFY(
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#ifdef GL_ES\n
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\n#ifdef GL_ES\n
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precision lowp float;
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precision lowp float;
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#endif\n
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\n#endif\n
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varying vec4 v_fragmentColor;
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varying vec4 v_fragmentColor;
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@ -28,11 +28,11 @@ const char* ccPositionColor_vert = STRINGIFY(
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attribute vec4 a_position;
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attribute vec4 a_position;
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attribute vec4 a_color;
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attribute vec4 a_color;
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#ifdef GL_ES\n
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\n#ifdef GL_ES\n
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varying lowp vec4 v_fragmentColor;
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varying lowp vec4 v_fragmentColor;
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#else\n
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\n#else\n
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varying vec4 v_fragmentColor;
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varying vec4 v_fragmentColor;
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#endif\n
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\n#endif\n
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void main()
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void main()
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{
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{
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@ -21,20 +21,20 @@
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const char* ccPositionColorLengthTexture_frag = STRINGIFY(
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const char* ccPositionColorLengthTexture_frag = STRINGIFY(
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#ifdef GL_ES\n
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\n#ifdef GL_ES\n
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// #extension GL_OES_standard_derivatives : enable
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// #extension GL_OES_standard_derivatives : enable\n
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\n
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varying mediump vec4 v_color;
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varying mediump vec4 v_color;
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varying mediump vec2 v_texcoord;
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varying mediump vec2 v_texcoord;
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#else\n
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\n#else\n
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varying vec4 v_color;
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varying vec4 v_color;
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varying vec2 v_texcoord;
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varying vec2 v_texcoord;
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#endif\n
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\n#endif\n
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void main()
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void main()
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{
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{
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// #if defined GL_OES_standard_derivatives
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// #if defined GL_OES_standard_derivatives\n
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// gl_FragColor = v_color*smoothstep(0.0, length(fwidth(v_texcoord)), 1.0 - length(v_texcoord));
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// gl_FragColor = v_color*smoothstep(0.0, length(fwidth(v_texcoord)), 1.0 - length(v_texcoord));\n
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// #else\n
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// #else\n
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gl_FragColor = v_color*step(0.0, 1.0 - length(v_texcoord));
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gl_FragColor = v_color*step(0.0, 1.0 - length(v_texcoord));
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// #endif\n
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// #endif\n
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@ -21,7 +21,7 @@
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const char* ccPositionColorLengthTexture_vert = STRINGIFY(
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const char* ccPositionColorLengthTexture_vert = STRINGIFY(
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#ifdef GL_ES\n
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\n#ifdef GL_ES\n
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attribute mediump vec4 a_position;
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attribute mediump vec4 a_position;
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attribute mediump vec2 a_texcoord;
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attribute mediump vec2 a_texcoord;
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attribute mediump vec4 a_color;
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attribute mediump vec4 a_color;
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@ -29,7 +29,7 @@ attribute mediump vec4 a_color;
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varying mediump vec4 v_color;
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varying mediump vec4 v_color;
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varying mediump vec2 v_texcoord;
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varying mediump vec2 v_texcoord;
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#else\n
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\n#else\n
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attribute vec4 a_position;
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attribute vec4 a_position;
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attribute vec2 a_texcoord;
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attribute vec2 a_texcoord;
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@ -37,7 +37,8 @@ attribute vec4 a_color;
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varying vec4 v_color;
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varying vec4 v_color;
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varying vec2 v_texcoord;
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varying vec2 v_texcoord;
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#endif\n
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\n#endif\n
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void main()
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void main()
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{
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{
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@ -25,9 +25,9 @@
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const char* ccPositionTexture_frag = STRINGIFY(
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const char* ccPositionTexture_frag = STRINGIFY(
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#ifdef GL_ES\n
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\n#ifdef GL_ES\n
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precision lowp float;
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precision lowp float;
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#endif\n
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\n#endif\n
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varying vec2 v_texCoord;
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varying vec2 v_texCoord;
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uniform sampler2D CC_Texture0;
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uniform sampler2D CC_Texture0;
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@ -28,11 +28,11 @@ const char* ccPositionTexture_vert = STRINGIFY(
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attribute vec4 a_position;
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attribute vec4 a_position;
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attribute vec2 a_texCoord;
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attribute vec2 a_texCoord;
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#ifdef GL_ES\n
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\n#ifdef GL_ES\n
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varying mediump vec2 v_texCoord;
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varying mediump vec2 v_texCoord;
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#else\n
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\n#else\n
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varying vec2 v_texCoord;
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varying vec2 v_texCoord;
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#endif\n
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\n#endif\n
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void main()
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void main()
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{
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{
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@ -25,9 +25,9 @@
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const char* ccPositionTextureA8Color_frag = STRINGIFY(
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const char* ccPositionTextureA8Color_frag = STRINGIFY(
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#ifdef GL_ES\n
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\n#ifdef GL_ES\n
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precision lowp float;
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precision lowp float;
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#endif\n
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\n#endif\n
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varying vec4 v_fragmentColor;
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varying vec4 v_fragmentColor;
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varying vec2 v_texCoord;
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varying vec2 v_texCoord;
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@ -35,8 +35,8 @@ uniform sampler2D CC_Texture0;
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void main()
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void main()
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{
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{
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gl_FragColor = vec4( v_fragmentColor.rgb,// RGB from uniform
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gl_FragColor = vec4( v_fragmentColor.rgb,// RGB from uniform\n
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v_fragmentColor.a * texture2D(CC_Texture0, v_texCoord).a // A from texture & uniform
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v_fragmentColor.a * texture2D(CC_Texture0, v_texCoord).a // A from texture & uniform\n
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);
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);
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}
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}
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);
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);
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@ -29,13 +29,13 @@ attribute vec4 a_position;
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attribute vec2 a_texCoord;
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attribute vec2 a_texCoord;
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attribute vec4 a_color;
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attribute vec4 a_color;
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#ifdef GL_ES\n
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\n#ifdef GL_ES\n
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varying lowp vec4 v_fragmentColor;
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varying lowp vec4 v_fragmentColor;
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varying mediump vec2 v_texCoord;
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varying mediump vec2 v_texCoord;
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#else\n
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\n#else\n
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varying vec4 v_fragmentColor;
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varying vec4 v_fragmentColor;
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varying vec2 v_texCoord;
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varying vec2 v_texCoord;
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#endif\n
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\n#endif\n
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void main()
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void main()
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{
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{
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const char* ccPositionTextureColorAlphaTest_frag = STRINGIFY(
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const char* ccPositionTextureColorAlphaTest_frag = STRINGIFY(
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#ifdef GL_ES
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\n#ifdef GL_ES\n
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precision lowp float;
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precision lowp float;
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#endif
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\n#endif\n
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varying vec4 v_fragmentColor;
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varying vec4 v_fragmentColor;
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varying vec2 v_texCoord;
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varying vec2 v_texCoord;
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{
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{
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vec4 texColor = texture2D(CC_Texture0, v_texCoord);
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vec4 texColor = texture2D(CC_Texture0, v_texCoord);
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// mimic: glAlphaFunc(GL_GREATER)
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\n// mimic: glAlphaFunc(GL_GREATER)
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// pass if ( incoming_pixel >= CC_alpha_value ) => fail if incoming_pixel < CC_alpha_value
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\n// pass if ( incoming_pixel >= CC_alpha_value ) => fail if incoming_pixel < CC_alpha_value\n
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if ( texColor.a <= CC_alpha_value )
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if ( texColor.a <= CC_alpha_value )
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discard;
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discard;
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*/
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*/
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const char* ccPositionTextureColor_noMVP_frag = STRINGIFY(
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const char* ccPositionTextureColor_noMVP_frag = STRINGIFY(
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#ifdef GL_ES
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\n#ifdef GL_ES\n
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precision lowp float;
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precision lowp float;
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#endif
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\n#endif\n
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varying vec4 v_fragmentColor;
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varying vec4 v_fragmentColor;
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varying vec2 v_texCoord;
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varying vec2 v_texCoord;
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attribute vec2 a_texCoord;
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attribute vec2 a_texCoord;
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attribute vec4 a_color;
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attribute vec4 a_color;
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#ifdef GL_ES
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\n#ifdef GL_ES\n
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varying lowp vec4 v_fragmentColor;
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varying lowp vec4 v_fragmentColor;
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varying mediump vec2 v_texCoord;
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varying mediump vec2 v_texCoord;
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#else
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\n#else\n
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varying vec4 v_fragmentColor;
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varying vec4 v_fragmentColor;
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varying vec2 v_texCoord;
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varying vec2 v_texCoord;
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#endif
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\n#endif\n
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void main()
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void main()
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{
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{
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const char* ccPositionTexture_uColor_frag = STRINGIFY(
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const char* ccPositionTexture_uColor_frag = STRINGIFY(
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#ifdef GL_ES\n
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\n#ifdef GL_ES\n
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precision lowp float;
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precision lowp float;
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#endif\n
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\n#endif\n
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uniform vec4 u_color;
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uniform vec4 u_color;
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@ -28,11 +28,11 @@ const char* ccPositionTexture_uColor_vert = STRINGIFY(
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attribute vec4 a_position;
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attribute vec4 a_position;
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attribute vec2 a_texCoord;
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attribute vec2 a_texCoord;
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#ifdef GL_ES\n
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\n#ifdef GL_ES\n
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varying mediump vec2 v_texCoord;
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varying mediump vec2 v_texCoord;
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#else\n
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\n#else\n
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varying vec2 v_texCoord;
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varying vec2 v_texCoord;
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#endif\n
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\n#endif\n
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void main()
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void main()
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{
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{
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const char* ccPosition_uColor_frag = STRINGIFY(
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const char* ccPosition_uColor_frag = STRINGIFY(
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#ifdef GL_ES\n
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\n#ifdef GL_ES\n
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precision lowp float;
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precision lowp float;
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#endif\n
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\n#endif\n
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varying vec4 v_fragmentColor;
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varying vec4 v_fragmentColor;
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uniform vec4 u_color;
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uniform vec4 u_color;
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uniform float u_pointSize;
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uniform float u_pointSize;
|
||||||
|
|
||||||
#ifdef GL_ES\n
|
\n#ifdef GL_ES\n
|
||||||
varying lowp vec4 v_fragmentColor;
|
varying lowp vec4 v_fragmentColor;
|
||||||
#else\n
|
\n#else\n
|
||||||
varying vec4 v_fragmentColor;
|
varying vec4 v_fragmentColor;
|
||||||
#endif\n
|
\n#endif\n
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in New Issue