some gles3 code
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661feeabf4
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@ -49,6 +49,7 @@ workspace "librw"
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filter { "system:linux" }
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platforms { "linux-x86-null", "linux-x86-gl3",
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"linux-amd64-null", "linux-amd64-gl3",
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"linux-arm-null", "linux-arm-gl3",
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"ps2" }
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if _OPTIONS["gfxlib"] == "sdl2" then
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includedirs { "/usr/include/SDL2" }
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@ -85,6 +86,8 @@ workspace "librw"
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architecture "x86_64"
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filter { "platforms:*x86*" }
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architecture "x86"
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filter { "platforms:*arm*" }
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architecture "ARM"
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filter { "platforms:win*" }
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system "windows"
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@ -97,6 +97,18 @@ struct UniformObject
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UniformLight spotLights[MAX_LIGHTS];
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};
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const char *shaderDecl330 = "#version 330\n";
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const char *shaderDecl310es =
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"#version 310 es\n"\
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"precision highp float;\n"\
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"precision highp int;\n";
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#ifdef RW_GLES3
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const char *shaderDecl = shaderDecl310es;
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#else
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const char *vertShaderDecl = shaderDecl330;
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#endif
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static GLuint vao;
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static GLuint ubo_state, ubo_scene, ubo_object;
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static GLuint whitetex;
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@ -1019,10 +1031,17 @@ openGLFW(EngineOpenParams *openparams)
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return 0;
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}
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glfwWindowHint(GLFW_SAMPLES, 0);
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#ifdef RW_GLES3
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glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
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#else
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glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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#endif
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glGlobals.monitor = glfwGetMonitors(&glGlobals.numMonitors)[0];
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@ -1038,6 +1057,12 @@ closeGLFW(void)
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return 1;
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}
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static void
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glfwerr(int error, const char *desc)
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{
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fprintf(stderr, "GLFW Error: %s\n", desc);
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}
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static int
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startGLFW(void)
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{
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@ -1047,6 +1072,7 @@ startGLFW(void)
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mode = &glGlobals.modes[glGlobals.currentMode];
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glfwSetErrorCallback(glfwerr);
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glfwWindowHint(GLFW_RED_BITS, mode->mode.redBits);
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glfwWindowHint(GLFW_GREEN_BITS, mode->mode.greenBits);
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glfwWindowHint(GLFW_BLUE_BITS, mode->mode.blueBits);
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@ -1137,8 +1163,8 @@ initOpenGL(void)
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#include "shaders/default_vs_gl3.inc"
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#include "shaders/simple_fs_gl3.inc"
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const char *vs[] = { header_vert_src, default_vert_src, nil };
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const char *fs[] = { simple_frag_src, nil };
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const char *vs[] = { shaderDecl, header_vert_src, default_vert_src, nil };
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const char *fs[] = { shaderDecl, simple_frag_src, nil };
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defaultShader = Shader::create(vs, fs);
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assert(defaultShader);
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@ -52,8 +52,8 @@ openIm2D(void)
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#include "shaders/im2d_gl3.inc"
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#include "shaders/simple_fs_gl3.inc"
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const char *vs[] = { header_vert_src, im2d_vert_src, nil };
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const char *fs[] = { simple_frag_src, nil };
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const char *vs[] = { shaderDecl, header_vert_src, im2d_vert_src, nil };
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const char *fs[] = { shaderDecl, simple_frag_src, nil };
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im2dShader = Shader::create(vs, fs);
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assert(im2dShader);
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@ -181,8 +181,8 @@ openIm3D(void)
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{
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#include "shaders/im3d_gl3.inc"
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#include "shaders/simple_fs_gl3.inc"
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const char *vs[] = { header_vert_src, im3d_vert_src, nil };
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const char *fs[] = { simple_frag_src, nil };
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const char *vs[] = { shaderDecl, header_vert_src, im3d_vert_src, nil };
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const char *fs[] = { shaderDecl, simple_frag_src, nil };
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im3dShader = Shader::create(vs, fs);
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assert(im3dShader);
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@ -42,8 +42,8 @@ matfxOpen(void *o, int32, int32)
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matFXGlobals.pipelines[PLATFORM_GL3] = makeMatFXPipeline();
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#include "shaders/matfx_gl3.inc"
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const char *vs[] = { header_vert_src, matfx_env_vert_src, nil };
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const char *fs[] = { matfx_env_frag_src, nil };
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const char *vs[] = { shaderDecl, header_vert_src, matfx_env_vert_src, nil };
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const char *fs[] = { shaderDecl, matfx_env_frag_src, nil };
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envShader = Shader::create(vs, fs);
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assert(envShader);
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@ -350,7 +350,9 @@ rasterFromImage(Raster *raster, Image *image)
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goto err;
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break;
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case 24:
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if(raster->format == Raster::C888)
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if(raster->format == Raster::C8888)
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conv = conv_RGB888_to_RGBA8888;
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else if(raster->format == Raster::C888)
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conv = conv_RGB888_to_RGB888;
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else
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goto err;
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@ -39,8 +39,8 @@ skinOpen(void *o, int32, int32)
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#include "shaders/simple_fs_gl3.inc"
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#include "shaders/skin_gl3.inc"
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const char *vs[] = { header_vert_src, skin_vert_src, nil };
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const char *fs[] = { simple_frag_src, nil };
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const char *vs[] = { shaderDecl, header_vert_src, skin_vert_src, nil };
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const char *fs[] = { shaderDecl, simple_frag_src, nil };
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skinShader = Shader::create(vs, fs);
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assert(skinShader);
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@ -158,6 +158,7 @@ enum
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VSLIGHT_AMBIENT = 8,
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};
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extern const char *shaderDecl; // #version stuff
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extern const char *header_vert_src;
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// per Scene
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#version 330
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layout(std140) uniform State
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{
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int u_alphaTest;
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@ -72,8 +70,8 @@ vec3 DoSpotLight(Light L, vec3 V, vec3 N)
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float pcos = dot(dir, L.direction.xyz); // cos to point
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float ccos = -L.minusCosAngle;
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float falloff = (pcos-ccos)/(1.0-ccos);
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if(falloff < 0) // outside of cone
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l = 0;
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if(falloff < 0.0) // outside of cone
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l = 0.0;
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l *= max(falloff, L.hardSpot);
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return l*L.color.xyz*atten;
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}
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@ -85,4 +83,4 @@ float DoFog(float w)
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#define DIRECTIONALS
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#define POINTLIGHTS
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#define SPOTLIGHTS
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#define SPOTLIGHTS
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const char *header_vert_src =
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"#version 330\n"
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"layout(std140) uniform State\n"
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"{\n"
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" int u_alphaTest;\n"
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@ -73,8 +71,8 @@ const char *header_vert_src =
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" float pcos = dot(dir, L.direction.xyz); // cos to point\n"
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" float ccos = -L.minusCosAngle;\n"
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" float falloff = (pcos-ccos)/(1.0-ccos);\n"
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" if(falloff < 0) // outside of cone\n"
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" l = 0;\n"
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" if(falloff < 0.0) // outside of cone\n"
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" l = 0.0;\n"
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" l *= max(falloff, L.hardSpot);\n"
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" return l*L.color.xyz*atten;\n"
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"}\n"
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@ -86,4 +84,5 @@ const char *header_vert_src =
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"#define DIRECTIONALS\n"
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"#define POINTLIGHTS\n"
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"#define SPOTLIGHTS\n";
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"#define SPOTLIGHTS\n"
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;
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#version 330
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layout(std140) uniform State
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{
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int u_alphaTest;
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"}\n"
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;
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const char *matfx_env_frag_src =
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"#version 330\n"
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"layout(std140) uniform State\n"
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"{\n"
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" int u_alphaTest;\n"
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@ -71,6 +69,7 @@ const char *matfx_env_frag_src =
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"uniform sampler2D tex1;\n"
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"uniform float u_coefficient;\n"
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"uniform vec4 u_colorClamp;\n"
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"in vec4 v_color;\n"
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"in vec2 v_tex0;\n"
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#version 330
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layout(std140) uniform State
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{
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int u_alphaTest;
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const char *simple_frag_src =
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"#version 330\n"
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"layout(std140) uniform State\n"
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"{\n"
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" int u_alphaTest;\n"
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