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ngl: Improve the coloring shader
Since we are now passing a float anyway, we can avoid the branch in the fragment shader.
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@ -12,7 +12,7 @@ void main() {
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// We use this shader for both plain glyphs (used as mask)
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// and color glpyhs (used as source). The renderer sets
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// aColor to vec4(-1) for color glyhs.
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if (distance(aColor, vec4(-1)) < 0.001)
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if (distance(aColor,vec4(-1)) < 0.1)
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use_color = 0.0;
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else
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use_color = 1.0;
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@ -29,8 +29,5 @@ _IN_ float use_color;
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void main() {
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vec4 diffuse = GskTexture(u_source, vUv);
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if (use_color > 0.0)
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gskSetOutputColor(final_color * diffuse.a);
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else
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gskSetOutputColor(diffuse * u_alpha);
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gskSetOutputColor(mix(diffuse * u_alpha, final_color * diffuse.a, use_color));
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}
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