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@@ -5,14 +5,14 @@ |
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#define HAVE_UINT 1 |
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#if HAVE_UINT |
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attribute uint in_Char, in_Attr; |
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in uint in_Char, in_Attr; |
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#else |
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attribute vec4 in_Char, in_Attr; |
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in vec4 in_Char, in_Attr; |
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#endif |
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varying vec4 pass_Foreground; |
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varying vec4 pass_Background; |
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varying vec2 pass_UV; |
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out vec4 pass_Foreground; |
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out vec4 pass_Background; |
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out vec2 pass_UV; |
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uniform vec2 u_DataSize; |
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uniform mat4 u_Transform; |
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@@ -67,15 +67,17 @@ void main() |
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#version 130 |
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varying vec4 pass_Foreground; |
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varying vec4 pass_Background; |
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varying vec2 pass_UV; |
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in vec4 pass_Foreground; |
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in vec4 pass_Background; |
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in vec2 pass_UV; |
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uniform sampler2D u_Texture; |
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out vec4 out_Color; |
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void main(void) |
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{ |
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vec2 c = gl_PointCoord * (1.0 / 32.0) + pass_UV; |
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float t = texture2D(u_Texture, c).x; |
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gl_FragColor = mix(pass_Background, pass_Foreground, t); |
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out_Color = mix(pass_Background, pass_Foreground, t); |
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} |