add MaskColor uniform
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@ -18,6 +18,8 @@ const (
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TexCoord
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// Transform is an object transformation matrix
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Transform
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// MaskColor is a masking color. When drawing, each color gets multiplied by this color.
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MaskColor
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// IsTexture signals, whether a texture is present.
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IsTexture
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// NumStandardAttrPurposes is the number of standard attribute purposes
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@ -333,6 +333,7 @@ var defaultVertexFormat = pixelgl.VertexFormat{
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}
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var defaultUniformFormat = pixelgl.UniformFormat{
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"maskColor": {Purpose: pixelgl.MaskColor, Type: pixelgl.Vec4},
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"transform": {Purpose: pixelgl.Transform, Type: pixelgl.Mat3},
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"isTexture": {Purpose: pixelgl.IsTexture, Type: pixelgl.Int},
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}
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@ -364,14 +365,15 @@ in vec2 TexCoord;
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out vec4 color;
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uniform vec4 maskColor;
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uniform int isTexture;
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uniform sampler2D tex;
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void main() {
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if (isTexture != 0) {
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color = Color * texture(tex, vec2(TexCoord.x, 1 - TexCoord.y));
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color = maskColor * Color * texture(tex, vec2(TexCoord.x, 1 - TexCoord.y));
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} else {
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color = Color;
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color = maskColor * Color;
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}
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}
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`
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