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aaba06e7d1
This matches the format used internally and prevents the driver from having to do a conversion. We then add a swizzle to the shaders so that we get the correct colors drawn.
499 lines
12 KiB
Plaintext
499 lines
12 KiB
Plaintext
// -*- Mode: glsl; c-basic-offset: 2; indent-tabs-mode: nil; tab-width: 40; -*-
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// This Source Code Form is subject to the terms of the Mozilla Public
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// License, v. 2.0. If a copy of the MPL was not distributed with this
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// file, You can obtain one at http://mozilla.org/MPL/2.0/.
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// This file is compiled by genshaders.py, use genshaders.sh, no arguments necessary.
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// The compiled shaders will be in LayerManagerOGLShaders.h.
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// This file must be compiled after editing, it is not compiled as part of the
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// build process.
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//
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// Syntax:
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//
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// // comments (only at the start of a line)
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//
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// (@ is used because # is valid inside GLSL)
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//
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// multi-line:
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// @define FOO
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// ...
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// @end
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//
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// single:
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// @define FOO 123
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//
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// $FOO$ to paste
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//
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// To generate a constant string named ShaderName (shader name should not
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// use '<', '>', ',', ':', except for parameters, see below):
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// @shader ShaderName
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// ...
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// @end
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//
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// @shader may have a single parameter with multiple values using
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// <param:val1,val2> an empty value is allowed. The shader is expanded for
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// each value, <param> in the body of the shader will be expanded to
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// the current value, as will the declaration of the parameter. The name of
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// defines may include <...> and this should work as expected.
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//
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// For example:
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//
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// @Shader<name:Name1,Name2>
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// string name = "<name>";
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// @end
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//
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// will be expanded to
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//
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// @ShaderName1
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// string name = "Name1";
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// @end
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// @ShaderName2
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// string name = "Name2";
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// @end
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//
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// This will be straightaway compiled to two constant strings named
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// ShaderName1 and ShaderName2.
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//
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@define VERTEX_SHADER_HEADER<>
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/* Vertex Shader */
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uniform mat4 uMatrixProj;
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uniform mat4 uLayerQuadTransform;
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uniform mat4 uLayerTransform;
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uniform vec4 uRenderTargetOffset;
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attribute vec4 aVertexCoord;
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attribute vec2 aTexCoord;
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#ifdef GL_ES // for tiling, texcoord can be greater than the lowfp range
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varying mediump vec2 vTexCoord;
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#else
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varying vec2 vTexCoord;
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#endif
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@end
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@define VERTEX_SHADER_HEADER<Mask>
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$VERTEX_SHADER_HEADER<>$
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uniform mat4 uMaskQuadTransform;
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varying vec2 vMaskCoord;
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@end
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@define VERTEX_SHADER_HEADER<Mask3D>
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$VERTEX_SHADER_HEADER<>$
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uniform mat4 uMaskQuadTransform;
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varying vec3 vMaskCoord;
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@end
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@define VERTEX_MASK_STUFF<>
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@end
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@define VERTEX_MASK_STUFF<Mask>
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vMaskCoord = (uMaskQuadTransform * finalPosition).xy;
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@end
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@define VERTEX_MASK_STUFF<Mask3D>
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vMaskCoord.xy = (uMaskQuadTransform * vec4(finalPosition.xyz, 1.0)).xy;
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// correct for perspective correct interpolation, see comment in D3D10 shader
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vMaskCoord.z = 1.0;
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vMaskCoord *= finalPosition.w;
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@end
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// This is a basic Layer vertex shader. It's used for all
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// Layer programs.
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@shader sLayer<mask:,Mask,Mask3D>VS
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$VERTEX_SHADER_HEADER<mask>$
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void main()
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{
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vec4 finalPosition = aVertexCoord;
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finalPosition = uLayerQuadTransform * finalPosition;
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finalPosition = uLayerTransform * finalPosition;
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finalPosition.xyz /= finalPosition.w;
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$VERTEX_MASK_STUFF<mask>$
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finalPosition = finalPosition - uRenderTargetOffset;
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finalPosition.xyz *= finalPosition.w;
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finalPosition = uMatrixProj * finalPosition;
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vTexCoord = aTexCoord;
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gl_Position = finalPosition;
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}
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@end
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/*
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* Fragment shaders
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*/
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@define FRAGMENT_SHADER_HEADER
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/* Fragment Shader */
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#ifdef GL_ES
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#ifdef MEDIUMP_SHADER
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precision mediump float;
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#else
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precision lowp float;
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#endif
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#endif
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@end
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// fragment shader header for layers
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@define LAYER_FRAGMENT<>
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$FRAGMENT_SHADER_HEADER$
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#ifndef NO_LAYER_OPACITY
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uniform float uLayerOpacity;
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#endif
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#ifdef GL_ES // for tiling, texcoord can be greater than the lowfp range
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varying mediump vec2 vTexCoord;
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#else
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varying vec2 vTexCoord;
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#endif
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@end
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// fragment shader header for layers with masks
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@define LAYER_FRAGMENT<Mask>
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$LAYER_FRAGMENT<>$
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varying vec2 vMaskCoord;
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uniform sampler2D uMaskTexture;
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@end
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// fragment shader header for layers with masks and 3D transforms
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@define LAYER_FRAGMENT<Mask3D>
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$LAYER_FRAGMENT<>$
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varying vec3 vMaskCoord;
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uniform sampler2D uMaskTexture;
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@end
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@define FRAGMENT_CALC_MASK<>
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float mask = 1.0;
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@end
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@define FRAGMENT_CALC_MASK<Mask>
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float mask = texture2D(uMaskTexture, vMaskCoord).r;
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@end
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@define FRAGMENT_CALC_MASK<Mask3D>
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vec2 maskCoords = vMaskCoord.xy / vMaskCoord.z;
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float mask = texture2D(uMaskTexture, maskCoords).r;
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@end
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// Solid color rendering.
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// texcoords are ignored (no texture to sample).
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// The layer opacity is baked in to the color.
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@shader sSolidColorLayer<mask:,Mask>FS
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#define NO_LAYER_OPACITY 1
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$LAYER_FRAGMENT<mask>$
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uniform vec4 uRenderColor;
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void main()
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{
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$FRAGMENT_CALC_MASK<mask>$
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gl_FragColor = mask * uRenderColor;
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}
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@end
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// Single texture in RGBA format
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@shader sRGBATextureLayer<mask:,Mask,Mask3D>FS
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$LAYER_FRAGMENT<mask>$
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uniform sampler2D uTexture;
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void main()
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{
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$FRAGMENT_CALC_MASK<mask>$
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gl_FragColor = texture2D(uTexture, vTexCoord) * uLayerOpacity * mask;
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}
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@end
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// Single texture in RGBA format for use with GL_TEXTURE_EXTERNAL_OES
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@shader sRGBATextureLayerExternal<mask:,Mask,Mask3D>FS
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#extension GL_OES_EGL_image_external : require
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#define MEDIUMP_SHADER 1
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$LAYER_FRAGMENT<mask>$
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uniform samplerExternalOES uTexture;
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uniform mat4 uTextureTransform;
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void main()
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{
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$FRAGMENT_CALC_MASK<mask>$
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gl_FragColor = texture2D(uTexture, (uTextureTransform * vec4(vTexCoord.x, vTexCoord.y, 0.0, 1.0)).xy) * uLayerOpacity * mask;
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}
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@end
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// Single texture in RGBA format, but with a Rect texture.
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// Container layer needs this to render a FBO group.
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@shader sRGBARectTextureLayer<mask:,Mask,Mask3D>FS
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#extension GL_ARB_texture_rectangle : enable
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$LAYER_FRAGMENT<mask>$
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/* This should not be used on GL ES */
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#ifndef GL_ES
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uniform sampler2DRect uTexture;
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uniform vec2 uTexCoordMultiplier;
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void main()
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{
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$FRAGMENT_CALC_MASK<mask>$
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gl_FragColor = texture2DRect(uTexture, vec2(vTexCoord * uTexCoordMultiplier)) * uLayerOpacity * mask;
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}
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#else
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void main()
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{
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gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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}
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#endif
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@end
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// Single texture in BGRA format, but with a Rect texture.
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// nsChildView needs this for old Mac hardware.
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@shader sBGRARectTextureLayerFS
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#extension GL_ARB_texture_rectangle : enable
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$LAYER_FRAGMENT<>$
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uniform sampler2DRect uTexture;
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uniform vec2 uTexCoordMultiplier;
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void main()
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{
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gl_FragColor = texture2DRect(uTexture, vec2(vTexCoord * uTexCoordMultiplier)).bgra * uLayerOpacity;
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}
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@end
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// Single texture in RGBA format, but uses external image. External
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// image is an EGLImage which have internal formats not otherwise
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// supported by OpenGL ES. It is up to the implementation exactly what
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// formats are accepted. It is specified in the OES_EGL_image_external
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// extension.
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@shader sRGBAExternalTextureLayer<mask:,Mask,Mask3D>FS
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#extension GL_OES_EGL_image_external : require
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$LAYER_FRAGMENT<mask>$
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uniform samplerExternalOES uTexture;
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void main()
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{
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$FRAGMENT_CALC_MASK<mask>$
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gl_FragColor = texture2D(uTexture, vTexCoord) * uLayerOpacity * mask;
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}
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@end
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// Single texture in BGRA format (via swizzle)
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@shader sBGRATextureLayer<mask:,Mask>FS
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$LAYER_FRAGMENT<mask>$
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uniform sampler2D uTexture;
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void main()
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{
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$FRAGMENT_CALC_MASK<mask>$
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gl_FragColor = texture2D(uTexture, vTexCoord).bgra * uLayerOpacity * mask;
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}
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@end
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// Single texture in RGBX format
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@shader sRGBXTextureLayer<mask:,Mask>FS
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$LAYER_FRAGMENT<mask>$
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uniform sampler2D uTexture;
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void main()
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{
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$FRAGMENT_CALC_MASK<mask>$
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gl_FragColor = vec4(texture2D(uTexture, vTexCoord).rgb, 1.0) * uLayerOpacity * mask;
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}
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@end
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// Single texture in BGRX format (via swizzle)
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@shader sBGRXTextureLayer<mask:,Mask>FS
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$LAYER_FRAGMENT<mask>$
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uniform sampler2D uTexture;
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void main()
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{
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$FRAGMENT_CALC_MASK<mask>$
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gl_FragColor = vec4(texture2D(uTexture, vTexCoord).bgr, 1.0) * uLayerOpacity * mask;
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}
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@end
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// Three textures, representing YCbCr planes of a video image.
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//
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// Some older versions of the Tegra 2 android driver have a bug
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// where arithmetic ops on a texture read are just ignored. So,
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// if the below was |cb = texture2D(...).r - 0.5|, the "- 0.5" was
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// just being ignored/skipped. This, of course, lead to crappy
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// rendering -- see bug 765150. Doing them separately like below
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// makes it all OK. We don't know if this is special to constants,
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// special to 0.5, special to addition/subtraction, etc.
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@shader sYCbCrTextureLayer<mask:,Mask>FS
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$LAYER_FRAGMENT<mask>$
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform sampler2D uYTexture;
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uniform sampler2D uCbTexture;
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uniform sampler2D uCrTexture;
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void main()
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{
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vec4 color;
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float y = texture2D(uYTexture, vTexCoord).r;
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float cb = texture2D(uCbTexture, vTexCoord).r;
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float cr = texture2D(uCrTexture, vTexCoord).r;
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y = (y - 0.0625) * 1.164;
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cb = cb - 0.5;
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cr = cr - 0.5;
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color.r = y + cr * 1.596;
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color.g = y - 0.813 * cr - 0.391 * cb;
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color.b = y + cb * 2.018;
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color.a = 1.0;
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$FRAGMENT_CALC_MASK<mask>$
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gl_FragColor = color * uLayerOpacity * mask;
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}
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@end
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// Two textures and two passes for component alpha rendering
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@shader sComponentPass<mask:,Mask>1FS
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$LAYER_FRAGMENT<mask>$
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uniform sampler2D uBlackTexture;
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uniform sampler2D uWhiteTexture;
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void main()
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{
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vec3 onBlack = texture2D(uBlackTexture, vTexCoord).bgr;
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vec3 onWhite = texture2D(uWhiteTexture, vTexCoord).bgr;
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vec4 alphas = (1.0 - onWhite + onBlack).rgbg;
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$FRAGMENT_CALC_MASK<mask>$
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gl_FragColor = alphas * uLayerOpacity * mask;
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}
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@end
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@shader sComponentPass<mask:,Mask>1RGBFS
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$LAYER_FRAGMENT<mask>$
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uniform sampler2D uBlackTexture;
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uniform sampler2D uWhiteTexture;
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void main()
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{
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vec3 onBlack = texture2D(uBlackTexture, vTexCoord).rgb;
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vec3 onWhite = texture2D(uWhiteTexture, vTexCoord).rgb;
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vec4 alphas = (1.0 - onWhite + onBlack).rgbg;
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$FRAGMENT_CALC_MASK<mask>$
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gl_FragColor = alphas * uLayerOpacity * mask;
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}
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@end
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@shader sComponentPass<mask:,Mask>2FS
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$LAYER_FRAGMENT<mask>$
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uniform sampler2D uBlackTexture;
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uniform sampler2D uWhiteTexture;
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void main()
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{
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vec3 onBlack = texture2D(uBlackTexture, vTexCoord).bgr;
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vec3 onWhite = texture2D(uWhiteTexture, vTexCoord).bgr;
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vec4 alphas = (1.0 - onWhite + onBlack).rgbg;
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$FRAGMENT_CALC_MASK<mask>$
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gl_FragColor = vec4(onBlack, alphas.a) * uLayerOpacity * mask;
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}
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@end
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@shader sComponentPass<mask:,Mask>2RGBFS
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$LAYER_FRAGMENT<mask>$
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uniform sampler2D uBlackTexture;
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uniform sampler2D uWhiteTexture;
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void main()
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{
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vec3 onBlack = texture2D(uBlackTexture, vTexCoord).rgb;
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vec3 onWhite = texture2D(uWhiteTexture, vTexCoord).rgb;
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vec4 alphas = (1.0 - onWhite + onBlack).rgbg;
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$FRAGMENT_CALC_MASK<mask>$
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gl_FragColor = vec4(onBlack, alphas.a) * uLayerOpacity * mask;
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}
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@end
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//
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// The "Copy" program is used for blitting a texture to a destination
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// with no transforms or any other manipulation. They're used for
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// blitting the contents of a FBO-rendered texture to a destination.
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//
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// There are two variants of the fragment shader: one that uses 2D
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// textures and one that uses 2DRect textures (for when
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// EXT_TEXTURE_RECTANGLE is used for FBOs).
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//
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// On GL ES, EXT_TEXTURE_RECTANGLE isn't available, so we still
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// compile the shader but have it render pure red. It should never
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// be used.
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//
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@shader sCopyVS
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/* Vertex Shader */
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attribute vec4 aVertexCoord;
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attribute vec2 aTexCoord;
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varying vec2 vTexCoord;
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void main()
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{
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gl_Position = aVertexCoord;
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vTexCoord = aTexCoord;
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}
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@end
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@shader sCopy2DFS
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$FRAGMENT_SHADER_HEADER$
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varying vec2 vTexCoord;
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uniform sampler2D uTexture;
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void main()
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{
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gl_FragColor = texture2D(uTexture, vTexCoord);
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}
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@end
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@shader sCopy2DRectFS
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#extension GL_ARB_texture_rectangle : enable
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$FRAGMENT_SHADER_HEADER$
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varying vec2 vTexCoord;
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uniform vec2 uTexCoordMultiplier;
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#ifndef GL_ES
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uniform sampler2DRect uTexture;
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void main()
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{
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gl_FragColor = texture2DRect(uTexture, vTexCoord * uTexCoordMultiplier);
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}
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#else
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void main()
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{
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gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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}
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#endif
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@end
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