142 lines
2.3 KiB
Plaintext
142 lines
2.3 KiB
Plaintext
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[vertex]
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#ifdef USE_GLES_OVER_GL
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#define mediump
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#define highp
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#else
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precision mediump float;
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precision mediump int;
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#endif
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uniform highp mat4 projection_matrix;
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uniform highp mat4 modelview_matrix;
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uniform highp mat4 extra_matrix;
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attribute highp vec2 vertex; // attrib:0
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attribute vec4 color_attrib; // attrib:3
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attribute vec2 uv_attrib; // attrib:4
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varying vec2 uv_interp;
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varying vec4 color_interp;
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uniform highp vec2 color_texpixel_size;
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#ifdef USE_TEXTURE_RECT
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uniform vec4 dst_rect;
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uniform vec4 src_rect;
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#endif
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uniform bool blit_pass;
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VERTEX_SHADER_GLOBALS
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vec2 select(vec2 a, vec2 b, bvec2 c) {
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vec2 ret;
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ret.x = c.x ? b.x : a.x;
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ret.y = c.y ? b.y : a.y;
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return ret;
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}
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void main() {
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vec4 color = color_attrib;
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#ifdef USE_TEXTURE_RECT
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if (dst_rect.z < 0.0) { // Transpose is encoded as negative dst_rect.z
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uv_interp = src_rect.xy + abs(src_rect.zw) * vertex.yx;
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} else {
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uv_interp = src_rect.xy + abs(src_rect.zw) * vertex;
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}
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vec4 outvec = vec4(0.0, 0.0, 0.0, 1.0);
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// This is what is done in the GLES 3 bindings and should
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// take care of flipped rects.
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//
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// But it doesn't.
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// I don't know why, will need to investigate further.
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outvec.xy = dst_rect.xy + abs(dst_rect.zw) * select(vertex, vec2(1.0, 1.0) - vertex, lessThan(src_rect.zw, vec2(0.0, 0.0)));
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// outvec.xy = dst_rect.xy + abs(dst_rect.zw) * vertex;
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#else
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vec4 outvec = vec4(vertex.xy, 0.0, 1.0);
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#ifdef USE_UV_ATTRIBUTE
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uv_interp = uv_attrib;
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#else
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uv_interp = vertex.xy;
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#endif
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#endif
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{
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vec2 src_vtx=outvec.xy;
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VERTEX_SHADER_CODE
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}
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color_interp = color;
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gl_Position = projection_matrix * modelview_matrix * outvec;
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}
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[fragment]
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#ifdef USE_GLES_OVER_GL
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#define mediump
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#define highp
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#else
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precision mediump float;
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precision mediump int;
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#endif
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uniform sampler2D color_texture; // texunit:0
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uniform highp vec2 color_texpixel_size;
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uniform mediump sampler2D normal_texture; // texunit:1
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varying mediump vec2 uv_interp;
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varying mediump vec4 color_interp;
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uniform bool blit_pass;
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uniform vec4 final_modulate;
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#ifdef SCREEN_TEXTURE_USED
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uniform sampler2D screen_texture; // texunit:2
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#endif
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#ifdef SCREEN_UV_USED
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uniform vec2 screen_pixel_size;
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#endif
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FRAGMENT_SHADER_GLOBALS
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void main() {
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vec4 color = color_interp;
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color *= texture2D(color_texture, uv_interp);
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{
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FRAGMENT_SHADER_CODE
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}
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color *= final_modulate;
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gl_FragColor = color;
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}
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