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gl: fix compilation errors for legacy context shaders
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@ -1,11 +1,82 @@
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uniform mat4 uMVP;
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uniform sampler2D uSource;
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uniform sampler2D uMask;
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uniform float uAlpha;
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uniform sampler2D u_source;
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uniform sampler2D u_mask;
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uniform mat4 u_projection;
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uniform mat4 u_modelview;
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uniform float u_alpha;
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uniform int uBlendMode;
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uniform vec4 u_viewport;
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varying vec2 vUv;
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struct RoundedRect
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{
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vec4 bounds;
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vec4 corner_widths;
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vec4 corner_heights;
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};
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float
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ellipsis_dist (vec2 p, vec2 radius)
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{
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if (radius == vec2(0, 0))
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return 0.0;
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vec2 p0 = p / radius;
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vec2 p1 = 2.0 * p0 / radius;
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return (dot(p0, p0) - 1.0) / length (p1);
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}
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float
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ellipsis_coverage (vec2 point, vec2 center, vec2 radius)
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{
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float d = ellipsis_dist (point - center, radius);
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return clamp (0.5 - d, 0.0, 1.0);
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}
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float
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rounded_rect_coverage (RoundedRect r, vec2 p)
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{
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if (p.x < r.bounds.x || p.y < r.bounds.y ||
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p.x >= r.bounds.z || p.y >= r.bounds.w)
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return 0.0;
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vec2 rad_tl = vec2(r.corner_widths.x, r.corner_heights.x);
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vec2 rad_tr = vec2(r.corner_widths.y, r.corner_heights.y);
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vec2 rad_br = vec2(r.corner_widths.z, r.corner_heights.z);
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vec2 rad_bl = vec2(r.corner_widths.w, r.corner_heights.w);
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vec2 ref_tl = r.bounds.xy + vec2( r.corner_widths.x, r.corner_heights.x);
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vec2 ref_tr = r.bounds.zy + vec2(-r.corner_widths.y, r.corner_heights.y);
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vec2 ref_br = r.bounds.zw + vec2(-r.corner_widths.z, -r.corner_heights.z);
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vec2 ref_bl = r.bounds.xw + vec2( r.corner_widths.w, -r.corner_heights.w);
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float d_tl = ellipsis_coverage(p, ref_tl, rad_tl);
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float d_tr = ellipsis_coverage(p, ref_tr, rad_tr);
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float d_br = ellipsis_coverage(p, ref_br, rad_br);
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float d_bl = ellipsis_coverage(p, ref_bl, rad_bl);
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vec4 corner_coverages = 1.0 - vec4(d_tl, d_tr, d_br, d_bl);
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bvec4 is_out = bvec4(p.x < ref_tl.x && p.y < ref_tl.y,
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p.x > ref_tr.x && p.y < ref_tr.y,
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p.x > ref_br.x && p.y > ref_br.y,
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p.x < ref_bl.x && p.y > ref_bl.y);
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return 1.0 - dot(vec4(is_out), corner_coverages);
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}
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RoundedRect
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rounded_rect_shrink (RoundedRect r, vec4 amount)
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{
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vec4 new_bounds = r.bounds + vec4(1.0,1.0,-1.0,-1.0) * amount.wxyz;
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vec4 new_widths = max (r.corner_widths - amount.wyyw, 0.0);
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vec4 new_heights = max (r.corner_heights - amount.xxzz, 0.0);
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return RoundedRect (new_bounds, new_widths, new_heights);
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}
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vec4 Texture(sampler2D sampler, vec2 texCoords) {
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return texture2D(sampler, texCoords);
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}
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@ -1,4 +1,5 @@
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uniform mat4 uMVP;
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uniform mat4 u_projection;
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uniform mat4 u_modelview;
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attribute vec2 aPosition;
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attribute vec2 aUv;
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