Format shaders (#654)
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@ -18,4 +18,3 @@ uniform vec4 u_color;
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void main() {
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gl_FragColor = u_color;
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}
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@ -14,9 +14,9 @@ varying vec4 color;
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const float ff = 255.0;
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/**
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* The diffuse of surface dependent on the light position
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* The diffuse of surface dependent on the light position.
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*
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* @param r_norm - the normal vector of vertex's face
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* @param r_norm the normal vector of vertex's face
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*/
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float diffuse(in vec3 r_norm) {
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float l = dot(normalize(r_norm), normalize(u_light));
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@ -62,8 +62,7 @@ void main() {
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color.rgb *= diffuse(r_norm) * z * h;
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}
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color *= u_alpha;
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}
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else if (u_mode == 3) {
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} else if (u_mode == 3) {
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// outline
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float z = (0.98 - gl_Position.z * 0.02);
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color = u_color[3] * z;
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@ -12,7 +12,6 @@ uniform float u_height;
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varying vec2 v_st;
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void main() {
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// scale extrusion to u_width pixel
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// just ignore the two most insignificant bits.
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vec2 dir = a_pos.zw;
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@ -42,8 +41,7 @@ void main() {
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#else
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len = texture2D(tex, v_st).a;
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#endif
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}
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else {
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} else {
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// flat cap line
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len = abs(v_st.s);
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}
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@ -12,7 +12,6 @@ uniform float u_height;
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varying vec2 v_st;
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void main() {
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// scale extrusion to u_width pixel
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// just ignore the two most insignificant bits.
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vec2 dir = a_pos.zw;
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@ -48,8 +47,7 @@ void main() {
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#endif
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vec2 st_width = fwidth(v_st);
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fuzz = max(st_width.s, st_width.t);
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}
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else {
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} else {
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/* flat cap line */
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len = abs(v_st.s);
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fuzz = fwidth(v_st.s);
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@ -18,8 +18,7 @@ void main() {
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// vec2 dir = u_width * a_pos0.zw;
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pos = vec4(a_pos0.xy + (u_width * a_pos0.zw), 0.0, 1.0);
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v_st = vec2(a_len0.x / u_pscale, 1.0);
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}
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else {
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} else {
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// vec2 dir = u_width * a_pos1.zw;
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pos = vec4(a_pos1.xy - (u_width * a_pos1.zw), 0.0, 1.0);
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v_st = vec2(a_len1.x / u_pscale, -1.0);
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@ -18,8 +18,7 @@ void main() {
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// vec2 dir = u_width * a_pos0.zw;
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pos = vec4(a_pos0.xy + (u_width * a_pos0.zw), 0.0, 1.0);
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v_st = vec2(a_len0.x / u_pscale, 1.0);
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}
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else {
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} else {
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// vec2 dir = u_width * a_pos1.zw;
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pos = vec4(a_pos1.xy - (u_width * a_pos1.zw), 0.0, 1.0);
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v_st = vec2(a_len1.x / u_pscale, -1.0);
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@ -54,10 +53,8 @@ void main() {
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vec4 c = texture2D(tex, vec2(mod(v_st.s + 1.0, step), (v_st.t + 1.0) * 0.5));
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float fuzz = fwidth(c.a);
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gl_FragColor = (c * u_color) * smoothstep(0.5 - fuzz, 0.5 + fuzz, c.a);
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}
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else {
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} else {
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/* No dash array or texture */
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/* distance on perpendicular to the line */
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float dist = abs(v_st.t);
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float fuzz = fwidth(v_st.t);
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@ -22,5 +22,3 @@ varying vec2 tex_pos;
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void main() {
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gl_FragColor = texture2D(u_texColor, tex_pos) * 0.8;
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}
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@ -181,4 +181,3 @@ void main() {
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//gl_FragColor = vec4(0.5 - vao, max(0.5, ao));
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gl_FragColor = vec4(color.rgb - ao, max(color.a, ao));
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}
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@ -50,7 +50,6 @@ void addAO(in float depth, in float x1, in float y1, in float x2, in float y2, i
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float z_22 = getDepth(texture2D(u_tex, vec2(x2, y2)).x);
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//depth = 0.99 * depth + (z_11 + z_12 + z_21 + z_22) * (0.25 * 0.01);
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float f_11;
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float d_11 = compareDepths(depth, z_11, f_11);
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@ -107,7 +106,6 @@ void main() {
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// increase sampling area:
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pw *= 1.7;
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ph *= 1.7;
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}
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//vec3 vao = vec3(fog * pow(ao / float(iterations * 8), 1.2));
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@ -120,17 +118,14 @@ void main() {
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//gl_FragColor = vec4(0.5 - vao, max(0.5, ao));
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gl_FragColor = vec4(color.rgb - ao, max(color.a, ao));
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//gl_FragColor = color - (fog * vec4(vao, 0.0));
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//gl_FragColor = vec4(vec3(0.8) - vao, 1.0);
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//color *= 0.5;
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//gl_FragColor = vec4(color.rgb - fog * vao, max(color.a, ao));
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//gl_FragColor = vec4(1.0) - (vec4(vao, 0.0));
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//gl_FragColor = vec4((color.rgb + vao)*0.5, color.a);
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@ -16,8 +16,7 @@ void main() {
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float coord_scale = 1.0 / u_coord_scale;
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if (abs(mod(vertex.x, 2.0)) == 0.0) {
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pos = u_proj * (u_mv * vec4(vertex.xy + dir * u_scale, 0.0, 1.0));
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}
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else { // place as billboard
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} else { // place as billboard
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vec4 center = u_mv * vec4(vertex.xy, 0.0, 1.0);
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pos = u_proj * (center + vec4(dir * coord_scale, 0.0, 0.0));
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}
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