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More changes to painter
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74
src/framework/graphics/ogl/painterogl2_shadersources.h
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74
src/framework/graphics/ogl/painterogl2_shadersources.h
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/*
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* Copyright (c) 2010-2013 OTClient <https://github.com/edubart/otclient>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#ifndef PAINTEROGL2_SHADERSOURCES_H
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#define PAINTEROGL2_SHADERSOURCES_H
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static const std::string glslMainVertexShader = "\n\
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highp vec4 calculatePosition();\n\
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void main() {\n\
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gl_Position = calculatePosition();\n\
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}\n";
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static const std::string glslMainWithTexCoordsVertexShader = "\n\
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attribute highp vec2 a_TexCoord;\n\
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uniform highp mat3 u_TextureMatrix;\n\
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varying highp vec2 v_TexCoord;\n\
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highp vec4 calculatePosition();\n\
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void main()\n\
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{\n\
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gl_Position = calculatePosition();\n\
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v_TexCoord = (u_TextureMatrix * vec3(a_TexCoord,1.0)).xy;\n\
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}\n";
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static std::string glslPositionOnlyVertexShader = "\n\
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attribute highp vec2 a_Vertex;\n\
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uniform highp mat3 u_TransformMatrix;\n\
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uniform highp mat3 u_ProjectionMatrix;\n\
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highp vec4 calculatePosition() {\n\
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return vec4(u_ProjectionMatrix * u_TransformMatrix * vec3(a_Vertex.xy, 1.0), 1.0);\n\
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}\n";
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static const std::string glslMainFragmentShader = "\n\
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uniform lowp float u_Opacity;\n\
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lowp vec4 calculatePixel();\n\
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void main()\n\
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{\n\
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gl_FragColor = calculatePixel();\n\
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gl_FragColor.a *= u_Opacity;\n\
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}\n";
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static const std::string glslTextureSrcFragmentShader = "\n\
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varying mediump vec2 v_TexCoord;\n\
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uniform lowp vec4 u_Color;\n\
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uniform sampler2D u_Tex0;\n\
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lowp vec4 calculatePixel() {\n\
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return texture2D(u_Tex0, v_TexCoord) * u_Color;\n\
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}\n";
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static const std::string glslSolidColorFragmentShader = "\n\
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uniform lowp vec4 u_Color;\n\
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lowp vec4 calculatePixel() {\n\
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return u_Color;\n\
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}\n";
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#endif
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