commit
5545a9cecc
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@ -311,14 +311,14 @@ func (cp *canvasPicture) Draw(t pixel.TargetTriangles) {
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const (
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canvasPosition int = iota
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canvasColor
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canvasTexture
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canvasTexCoords
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canvasIntensity
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)
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var canvasVertexFormat = glhf.AttrFormat{
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canvasPosition: {Name: "position", Type: glhf.Vec2},
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canvasColor: {Name: "color", Type: glhf.Vec4},
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canvasTexture: {Name: "texture", Type: glhf.Vec2},
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canvasTexCoords: {Name: "texCoords", Type: glhf.Vec2},
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canvasIntensity: {Name: "intensity", Type: glhf.Float},
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}
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@ -341,11 +341,11 @@ var canvasVertexShader = `
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in vec2 position;
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in vec4 color;
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in vec2 texture;
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in vec2 texCoords;
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in float intensity;
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out vec4 Color;
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out vec2 Texture;
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out vec2 TexCoords;
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out float Intensity;
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uniform mat3 transform;
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@ -356,7 +356,7 @@ void main() {
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vec2 normPos = (transPos - bounds.xy) / bounds.zw * 2 - vec2(1, 1);
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gl_Position = vec4(normPos, 0.0, 1.0);
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Color = color;
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Texture = texture;
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TexCoords = texCoords;
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Intensity = intensity;
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}
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`
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@ -365,7 +365,7 @@ var canvasFragmentShader = `
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#version 330 core
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in vec4 Color;
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in vec2 Texture;
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in vec2 TexCoords;
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in float Intensity;
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out vec4 color;
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@ -380,7 +380,7 @@ void main() {
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} else {
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color = vec4(0, 0, 0, 0);
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color += (1 - Intensity) * Color;
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vec2 t = (Texture - texBounds.xy) / texBounds.zw;
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vec2 t = (TexCoords - texBounds.xy) / texBounds.zw;
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color += Intensity * Color * texture(tex, t);
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color *= colorMask;
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}
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