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Refactor shaders to use GLES3 syntax
Signed-off-by: renderexpert <expert@renderconsulting.co.uk>
This commit is contained in:
committed by
Konstantin Pastbin
parent
b23c2ba3e3
commit
897d7a253d
@@ -1,6 +1,6 @@
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varying vec2 v_colorTexCoord;
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varying vec2 v_maskTexCoord;
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//varying vec2 v_halfLength;
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in vec2 v_colorTexCoord;
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in vec2 v_maskTexCoord;
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//in vec2 v_halfLength;
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uniform sampler2D u_colorTex;
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uniform sampler2D u_maskTex;
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@@ -8,14 +8,12 @@ uniform float u_opacity;
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//const float aaPixelsCount = 2.5;
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out vec4 v_FragColor;
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void main()
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{
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vec4 color = texture2D(u_colorTex, v_colorTexCoord);
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#ifdef GLES3
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float mask = texture2D(u_maskTex, v_maskTexCoord).r;
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#else
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float mask = texture2D(u_maskTex, v_maskTexCoord).a;
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#endif
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vec4 color = texture(u_colorTex, v_colorTexCoord);
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float mask = texture(u_maskTex, v_maskTexCoord).r;
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color.a = color.a * mask * u_opacity;
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// Disabled too agressive AA-like blurring of edges,
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@@ -24,5 +22,5 @@ void main()
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//float diff = v_halfLength.y - currentW;
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//color.a *= mix(0.3, 1.0, clamp(diff / aaPixelsCount, 0.0, 1.0));
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gl_FragColor = color;
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v_FragColor = color;
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}
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