Remove legacy OpenGL support.
This commit is contained in:
@@ -19,27 +19,6 @@ uniform vec2 DepthPreviewParams;
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uniform float DepthTextureScale;
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uniform float AntialiasPixelsPerTexel;
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#if __VERSION__ == 120
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varying vec4 vTexCoord;
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varying vec2 vTexMetadata;
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varying vec4 vChannelMask;
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varying vec4 vDepthMask;
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varying vec2 vTexSampler;
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varying vec4 vColorFraction;
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varying vec4 vRGBAFraction;
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varying vec4 vPalettedFraction;
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varying vec4 vTint;
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uniform vec2 Texture0Size;
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uniform vec2 Texture1Size;
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uniform vec2 Texture2Size;
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uniform vec2 Texture3Size;
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uniform vec2 Texture4Size;
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uniform vec2 Texture5Size;
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uniform vec2 Texture6Size;
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uniform vec2 Texture7Size;
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#else
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in vec4 vColor;
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in vec4 vTexCoord;
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@@ -54,7 +33,6 @@ in vec4 vPalettedFraction;
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in vec4 vTint;
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out vec4 fragColor;
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#endif
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vec3 rgb2hsv(vec3 c)
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{
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@@ -99,47 +77,6 @@ vec4 linear2srgb(vec4 c)
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return c.a * vec4(linear2srgb(c.r / c.a), linear2srgb(c.g / c.a), linear2srgb(c.b / c.a), 1.0f);
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}
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#if __VERSION__ == 120
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vec2 Size(float samplerIndex)
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{
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if (samplerIndex < 0.5)
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return Texture0Size;
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else if (samplerIndex < 1.5)
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return Texture1Size;
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else if (samplerIndex < 2.5)
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return Texture2Size;
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else if (samplerIndex < 3.5)
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return Texture3Size;
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else if (samplerIndex < 4.5)
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return Texture4Size;
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else if (samplerIndex < 5.5)
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return Texture5Size;
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else if (samplerIndex < 6.5)
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return Texture6Size;
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return Texture7Size;
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}
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vec4 Sample(float samplerIndex, vec2 pos)
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{
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if (samplerIndex < 0.5)
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return texture2D(Texture0, pos);
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else if (samplerIndex < 1.5)
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return texture2D(Texture1, pos);
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else if (samplerIndex < 2.5)
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return texture2D(Texture2, pos);
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else if (samplerIndex < 3.5)
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return texture2D(Texture3, pos);
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else if (samplerIndex < 4.5)
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return texture2D(Texture4, pos);
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else if (samplerIndex < 5.5)
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return texture2D(Texture5, pos);
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else if (samplerIndex < 6.5)
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return texture2D(Texture6, pos);
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return texture2D(Texture7, pos);
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}
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#else
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ivec2 Size(float samplerIndex)
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{
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if (samplerIndex < 0.5)
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@@ -179,7 +116,6 @@ vec4 Sample(float samplerIndex, vec2 pos)
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return texture(Texture7, pos);
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}
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#endif
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vec4 SamplePalettedBilinear(float samplerIndex, vec2 coords, vec2 textureSize)
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{
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@@ -193,30 +129,18 @@ vec4 SamplePalettedBilinear(float samplerIndex, vec2 coords, vec2 textureSize)
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vec4 x3 = Sample(samplerIndex, tl + vec2(0., px.y));
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vec4 x4 = Sample(samplerIndex, tl + px);
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#if __VERSION__ == 120
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vec4 c1 = texture2D(Palette, vec2(dot(x1, vChannelMask), vTexMetadata.s));
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vec4 c2 = texture2D(Palette, vec2(dot(x2, vChannelMask), vTexMetadata.s));
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vec4 c3 = texture2D(Palette, vec2(dot(x3, vChannelMask), vTexMetadata.s));
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vec4 c4 = texture2D(Palette, vec2(dot(x4, vChannelMask), vTexMetadata.s));
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#else
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vec4 c1 = texture(Palette, vec2(dot(x1, vChannelMask), vTexMetadata.s));
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vec4 c2 = texture(Palette, vec2(dot(x2, vChannelMask), vTexMetadata.s));
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vec4 c3 = texture(Palette, vec2(dot(x3, vChannelMask), vTexMetadata.s));
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vec4 c4 = texture(Palette, vec2(dot(x4, vChannelMask), vTexMetadata.s));
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#endif
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return mix(mix(c1, c2, interp.x), mix(c3, c4, interp.x), interp.y);
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}
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vec4 ColorShift(vec4 c, float p)
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{
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#if __VERSION__ == 120
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vec4 range = texture2D(ColorShifts, vec2(0.25, p));
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vec4 shift = texture2D(ColorShifts, vec2(0.75, p));
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#else
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vec4 range = texture(ColorShifts, vec2(0.25, p));
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vec4 shift = texture(ColorShifts, vec2(0.75, p));
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#endif
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vec3 hsv = rgb2hsv(srgb2linear(c).rgb);
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if (hsv.r > range.r && range.g >= hsv.r)
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@@ -251,11 +175,7 @@ void main()
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{
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vec4 x = Sample(vTexSampler.s, coords);
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vec2 p = vec2(dot(x, vChannelMask), vTexMetadata.s);
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#if __VERSION__ == 120
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c = vPalettedFraction * texture2D(Palette, p) + vRGBAFraction * x + vColorFraction * vTexCoord;
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#else
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c = vPalettedFraction * texture(Palette, p) + vRGBAFraction * x + vColorFraction * vTexCoord;
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#endif
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}
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// Discard any transparent fragments (both color and depth)
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@@ -277,12 +197,7 @@ void main()
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if (EnableDepthPreview)
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{
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float intensity = 1.0 - clamp(DepthPreviewParams.x * depth - 0.5 * DepthPreviewParams.x - DepthPreviewParams.y + 0.5, 0.0, 1.0);
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#if __VERSION__ == 120
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gl_FragColor = vec4(vec3(intensity), 1.0);
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#else
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fragColor = vec4(vec3(intensity), 1.0);
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#endif
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}
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else
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{
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@@ -292,10 +207,6 @@ void main()
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else
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c *= vTint;
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#if __VERSION__ == 120
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gl_FragColor = c;
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#else
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fragColor = c;
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#endif
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}
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}
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@@ -3,23 +3,6 @@
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uniform vec3 Scroll;
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uniform vec3 p1, p2;
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#if __VERSION__ == 120
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attribute vec3 aVertexPosition;
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attribute vec4 aVertexTexCoord;
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attribute vec2 aVertexTexMetadata;
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attribute vec4 aVertexTint;
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varying vec4 vTexCoord;
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varying vec2 vTexMetadata;
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varying vec4 vChannelMask;
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varying vec4 vDepthMask;
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varying vec2 vTexSampler;
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varying vec4 vColorFraction;
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varying vec4 vRGBAFraction;
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varying vec4 vPalettedFraction;
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varying vec4 vTint;
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#else
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in vec3 aVertexPosition;
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in vec4 aVertexTexCoord;
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in vec2 aVertexTexMetadata;
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@@ -35,7 +18,6 @@ out vec4 vColorFraction;
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out vec4 vRGBAFraction;
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out vec4 vPalettedFraction;
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out vec4 vTint;
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#endif
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vec4 UnpackChannelAttributes(float x)
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{
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@@ -9,30 +9,13 @@ uniform vec2 PaletteRows;
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uniform vec4 LightDirection;
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uniform vec3 AmbientLight, DiffuseLight;
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#if __VERSION__ == 120
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varying vec4 vTexCoord;
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varying vec4 vChannelMask;
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varying vec4 vNormalsMask;
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#else
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in vec4 vTexCoord;
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in vec4 vChannelMask;
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in vec4 vNormalsMask;
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out vec4 fragColor;
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#endif
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void main()
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{
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#if __VERSION__ == 120
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vec4 x = texture2D(DiffuseTexture, vTexCoord.st);
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vec4 color = texture2D(Palette, vec2(dot(x, vChannelMask), PaletteRows.x));
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if (color.a < 0.01)
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discard;
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vec4 y = texture2D(DiffuseTexture, vTexCoord.pq);
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vec4 normal = (2.0 * texture2D(Palette, vec2(dot(y, vNormalsMask), PaletteRows.y)) - 1.0);
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vec3 intensity = AmbientLight + DiffuseLight * max(dot(normal, LightDirection), 0.0);
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gl_FragColor = vec4(intensity * color.rgb, color.a);
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#else
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vec4 x = texture(DiffuseTexture, vTexCoord.st);
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vec4 color = texture(Palette, vec2(dot(x, vChannelMask), PaletteRows.x));
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if (color.a < 0.01)
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@@ -42,5 +25,4 @@ void main()
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vec4 normal = (2.0 * texture(Palette, vec2(dot(y, vNormalsMask), PaletteRows.y)) - 1.0);
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vec3 intensity = AmbientLight + DiffuseLight * max(dot(normal, LightDirection), 0.0);
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fragColor = vec4(intensity * color.rgb, color.a);
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#endif
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}
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@@ -3,21 +3,12 @@
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uniform mat4 View;
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uniform mat4 TransformMatrix;
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#if __VERSION__ == 120
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attribute vec4 aVertexPosition;
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attribute vec4 aVertexTexCoord;
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attribute vec2 aVertexTexMetadata;
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varying vec4 vTexCoord;
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varying vec4 vChannelMask;
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varying vec4 vNormalsMask;
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#else
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in vec4 aVertexPosition;
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in vec4 aVertexTexCoord;
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in vec2 aVertexTexMetadata;
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out vec4 vTexCoord;
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out vec4 vChannelMask;
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out vec4 vNormalsMask;
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#endif
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vec4 DecodeMask(float x)
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{
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@@ -1,10 +1,6 @@
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#version {VERSION}
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#if __VERSION__ == 120
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attribute vec2 aVertexPosition;
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#else
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in vec2 aVertexPosition;
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#endif
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void main()
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{
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@@ -5,27 +5,11 @@ precision mediump float;
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uniform float Blend;
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uniform sampler2D WorldTexture;
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#if __VERSION__ == 120
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uniform vec2 WorldTextureSize;
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#else
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out vec4 fragColor;
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#endif
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void main()
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{
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#if __VERSION__ == 120
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vec4 c = texture2D(WorldTexture, gl_FragCoord.xy / WorldTextureSize);
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#else
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vec4 c = texture(WorldTexture, gl_FragCoord.xy / textureSize(WorldTexture, 0));
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#endif
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float lum = 0.5 * (min(c.r, min(c.g, c.b)) + max(c.r, max(c.g, c.b)));
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c = vec4(lum, lum, lum, c.a) * Blend + c * (1.0 - Blend);
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#if __VERSION__ == 120
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gl_FragColor = c;
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#else
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fragColor = c;
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#endif
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fragColor = vec4(lum, lum, lum, c.a) * Blend + c * (1.0 - Blend);
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}
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@@ -6,26 +6,10 @@ precision mediump float;
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uniform float Blend;
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uniform vec3 Color;
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uniform sampler2D WorldTexture;
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#if __VERSION__ == 120
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uniform vec2 WorldTextureSize;
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#else
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out vec4 fragColor;
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#endif
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void main()
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{
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#if __VERSION__ == 120
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vec4 c = texture2D(WorldTexture, gl_FragCoord.xy / WorldTextureSize);
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#else
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vec4 c = texture(WorldTexture, gl_FragCoord.xy / textureSize(WorldTexture, 0));
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#endif
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c = vec4(Color, c.a) * Blend + c * (1.0 - Blend);
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#if __VERSION__ == 120
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gl_FragColor = c;
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#else
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fragColor = c;
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#endif
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fragColor = vec4(Color, c.a) * Blend + c * (1.0 - Blend);
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}
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@@ -7,12 +7,7 @@ uniform float From;
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uniform float To;
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uniform float Blend;
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uniform sampler2D WorldTexture;
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#if __VERSION__ == 120
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uniform vec2 WorldTextureSize;
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#else
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out vec4 fragColor;
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#endif
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vec4 ColorForEffect(float effect, vec4 c)
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{
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@@ -32,16 +27,6 @@ vec4 ColorForEffect(float effect, vec4 c)
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void main()
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{
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#if __VERSION__ == 120
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vec4 c = texture2D(WorldTexture, gl_FragCoord.xy / WorldTextureSize);
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#else
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vec4 c = texture(WorldTexture, gl_FragCoord.xy / textureSize(WorldTexture, 0));
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#endif
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c = ColorForEffect(From, c) * Blend + ColorForEffect(To, c) * (1.0 - Blend);
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#if __VERSION__ == 120
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gl_FragColor = c;
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#else
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fragColor = c;
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#endif
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fragColor = ColorForEffect(From, c) * Blend + ColorForEffect(To, c) * (1.0 - Blend);
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}
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@@ -5,26 +5,10 @@ precision mediump float;
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uniform vec3 Tint;
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uniform sampler2D WorldTexture;
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#if __VERSION__ == 120
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uniform vec2 WorldTextureSize;
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#else
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out vec4 fragColor;
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#endif
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void main()
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{
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#if __VERSION__ == 120
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vec4 c = texture2D(WorldTexture, gl_FragCoord.xy / WorldTextureSize);
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#else
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vec4 c = texture(WorldTexture, gl_FragCoord.xy / textureSize(WorldTexture, 0));
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#endif
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c = vec4(min(c.r * Tint.r, 1.0), min(c.g * Tint.g, 1.0), min(c.b * Tint.b, 1.0), c.a);
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#if __VERSION__ == 120
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gl_FragColor = c;
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#else
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fragColor = c;
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#endif
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fragColor = vec4(min(c.r * Tint.r, 1.0), min(c.g * Tint.g, 1.0), min(c.b * Tint.b, 1.0), c.a);
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}
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Block a user