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https://github.com/curioustorvald/Terrarum.git
synced 2026-03-13 15:16:07 +09:00
more shader things that needs multiplatform investigation
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13
src/shaders/gl32shaperenderer.frag
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13
src/shaders/gl32shaperenderer.frag
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#version 150
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#ifdef GL_ES
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precision mediump float;
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#endif
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in vec4 v_col;
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out vec4 fragColor;
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void main() {
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fragColor = v_col;
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}
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14
src/shaders/gl32shaperenderer.vert
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14
src/shaders/gl32shaperenderer.vert
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#version 150
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in vec4 a_position;
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in vec4 a_color;
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uniform mat4 u_projModelView;
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out vec4 v_col;
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void main() {
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gl_Position = u_projModelView * a_position;
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v_col = a_color;
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v_col.a *= 255.0 / 254.0;
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gl_PointSize = 1.0;
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}
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17
src/shaders/gl32spritebatch.frag
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17
src/shaders/gl32spritebatch.frag
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#version 150
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#ifdef GL_ES
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#define LOWP lowp
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precision mediump float;
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#else
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#define LOWP
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#endif
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in LOWP vec4 v_color;
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in vec2 v_texCoords;
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uniform sampler2D u_texture;
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out vec4 fragColor;
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void main() {
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fragColor = v_color * texture(u_texture, v_texCoords);
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}
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15
src/shaders/gl32spritebatch.vert
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15
src/shaders/gl32spritebatch.vert
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#version 150
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in vec4 a_position;
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in vec4 a_color;
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in vec2 a_texCoord0;
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uniform mat4 u_projTrans;
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out vec4 v_color;
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out vec2 v_texCoords;
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void main() {
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v_color = a_color;
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v_color.a = v_color.a * (255.0/254.0);
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v_texCoords = a_texCoord0;
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gl_Position = u_projTrans * a_position;
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}
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