Shader material ECS example
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@@ -20,6 +20,8 @@ errorret_t shaderInitGL(shadergl_t *shader, const shaderdefinitiongl_t *def) {
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assertNotNull(def, "Shader definition cannot be null");
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memoryZero(shader, sizeof(shadergl_t));
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shader->definition = def;
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#ifdef DUSK_OPENGL_LEGACY
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glm_mat4_identity(shader->view);
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glm_mat4_identity(shader->proj);
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@@ -31,8 +33,6 @@ errorret_t shaderInitGL(shadergl_t *shader, const shaderdefinitiongl_t *def) {
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assertNotNull(def->vert, "Vertex shader source cannot be null");
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assertNotNull(def->frag, "Fragment shader source cannot be null");
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shader->setTexture = def->setTexture;
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// Create vertex shader
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shader->vertexShaderId = glCreateShader(GL_VERTEX_SHADER);
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errorret_t err = errorGLCheck();
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@@ -237,10 +237,36 @@ errorret_t shaderSetTextureGL(
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errorChain(errorGLCheck());
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#else
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if(shader->setTexture == NULL) {
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assertUnreachable("Shader does not support setting textures.");
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}
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errorChain(shader->setTexture(shader, name, texture));
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assertNotNull(shader->definition, "Shader definition cannot be null");
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assertNotNull(shader->definition->setTexture, "Shader cannot do textures.");
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errorChain(shader->definition->setTexture(shader, name, texture));
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#endif
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errorOk();
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}
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errorret_t shaderSetColorGL(
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shadergl_t *shader,
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const char_t *name,
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color_t color
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) {
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assertNotNull(shader, "Shader cannot be null");
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assertStrLenMin(name, 1, "Uniform name cannot be empty");
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#ifdef DUSK_OPENGL_LEGACY
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glColor4ub(color.r, color.g, color.b, color.a);
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errorChain(errorGLCheck());
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#else
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GLint location;
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errorChain(shaderParamGetLocationGL(shader, name, &location));
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glUniform4f(
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location,
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color.r / 255.0f,
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color.g / 255.0f,
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color.b / 255.0f,
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color.a / 255.0f
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);
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errorChain(errorGLCheck());
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#endif
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errorOk();
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@@ -10,6 +10,7 @@
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#include "display/texture/texture.h"
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typedef struct shadergl_s shadergl_t;
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typedef union shadermaterial_u shadermaterial_t;
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typedef errorret_t (*shadersettexturefn_t)(
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shadergl_t *,
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@@ -17,7 +18,22 @@ typedef errorret_t (*shadersettexturefn_t)(
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texture_t *
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);
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typedef struct {
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errorret_t (*setMaterial)(shadergl_t *, const shadermaterial_t *);
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#ifdef DUSK_OPENGL_LEGACY
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void *nothing;
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#else
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errorret_t (*setTexture)(shadergl_t *, const char_t *, texture_t *);
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const char_t *vert;
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const char_t *frag;
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#endif
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} shaderdefinitiongl_t;
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typedef struct shadergl_s {
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const shaderdefinitiongl_t *definition;
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#ifdef DUSK_OPENGL_LEGACY
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mat4 view;
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mat4 proj;
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@@ -26,21 +42,9 @@ typedef struct shadergl_s {
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GLuint shaderProgramId;
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GLuint vertexShaderId;
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GLuint fragmentShaderId;
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shadersettexturefn_t setTexture;
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#endif
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} shadergl_t;
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typedef struct {
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#ifdef DUSK_OPENGL_LEGACY
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void *nothing;
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#else
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const char_t *vert;
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const char_t *frag;
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shadersettexturefn_t setTexture;
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#endif
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} shaderdefinitiongl_t;
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#if DUSK_OPENGL_LEGACY
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typedef struct {
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shadergl_t *boundShader;
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@@ -121,11 +125,11 @@ errorret_t shaderSetTextureGL(
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* @param color The color data to set.
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* @return An errorret_t indicating success or failure.
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*/
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// errorret_t shaderSetColorGL(
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// shadergl_t *shader,
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// const char_t *name,
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// color_t color
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// );
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errorret_t shaderSetColorGL(
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shadergl_t *shader,
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const char_t *name,
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color_t color
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);
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/**
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* Disposes of a shader, freeing any associated resources.
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@@ -15,5 +15,5 @@ typedef shaderdefinitiongl_t shaderdefinitionplatform_t;
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#define shaderBindPlatform shaderBindGL
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#define shaderSetMatrixPlatform shaderSetMatrixGL
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#define shaderSetTexturePlatform shaderSetTextureGL
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// #define shaderSetColorPlatform shaderSetColorGL
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#define shaderSetColorPlatform shaderSetColorGL
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#define shaderDisposePlatform shaderDisposeGL
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@@ -9,7 +9,10 @@
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#include "assert/assertgl.h"
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#ifdef DUSK_OPENGL_LEGACY
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shaderdefinition_t SHADER_UNLIT_DEFINITION = { 0 };
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shaderdefinition_t SHADER_UNLIT_DEFINITION = {
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.platform = { 0 },
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.upload = shaderUnlitUpload
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};
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#else
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errorret_t shaderUnlitSetTextureGL(
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shadergl_t *shader,
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@@ -75,7 +78,12 @@
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errorOk();
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}
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shaderdefinition_t SHADER_UNLIT_DEFINITION = {
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.setMaterial = shaderUnlitSetMaterial,
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.setTexture = shaderUnlitSetTextureGL,
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.vert =
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#ifdef DUSK_OPENGL_ES
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"#version 300 es\n"
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@@ -115,6 +123,8 @@
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" v_TexCoord = a_TexCoord;\n"
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"}\n",
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#endif
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.frag =
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#ifdef DUSK_OPENGL_ES
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"#version 300 es\n"
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@@ -124,6 +134,7 @@
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"uniform int u_TextureType;\n"
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"uniform uint u_Colors[256];\n"// For paletted textures.
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"uniform int u_ColorCount;\n"
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"uniform vec4 u_Color;\n"
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// Fragment shader inputs
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"in vec4 v_Color;\n"
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"in vec2 v_TexCoord;\n"
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@@ -131,11 +142,11 @@
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"out vec4 FragColor;\n"
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"void main() {\n"
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" if(u_TextureType == 0) {\n"// No texture
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" FragColor = v_Color;\n"
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" FragColor = v_Color * u_Color;\n"
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" return;\n"
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" }\n"
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" if(u_TextureType == 1) {\n"// Regular texture
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" FragColor = texture(u_Texture, v_TexCoord) * v_Color;\n"
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" FragColor = texture(u_Texture, v_TexCoord) * v_Color * u_Color;\n"
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" return;\n"
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" }\n"
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" if(u_TextureType == 2) {\n"// Paletted texture
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@@ -146,11 +157,10 @@
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" float g = float((palColor >> 16) & 0xFFu) / 255.0;\n"
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" float b = float((palColor >> 8) & 0xFFu) / 255.0;\n"
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" float a = float((palColor >> 0) & 0xFFu) / 255.0;\n"
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" vec4 paletteColor = vec4(r, g, b, a);\n"
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" FragColor = paletteColor;\n"
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" FragColor = vec4(r, g, b, a) * u_Color;\n"
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" return;\n"
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" }\n"
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" FragColor = v_Color;\n"// Unknown texture type?
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" FragColor = v_Color * u_Color;\n"// Unknown texture type?
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"}\n",
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#else
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"#version 330 core\n"
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@@ -159,6 +169,7 @@
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"uniform int u_TextureType;\n"
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"uniform uint u_Colors[256];\n"// For paletted textures.
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"uniform int u_ColorCount;\n"
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"uniform vec4 u_Color;\n"
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// Fragment shader inputs
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"in vec4 v_Color;\n"
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"in vec2 v_TexCoord;\n"
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@@ -166,11 +177,11 @@
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"out vec4 FragColor;\n"
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"void main() {\n"
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" if(u_TextureType == 0) {\n"// No texture
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" FragColor = v_Color;\n"
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" FragColor = v_Color * u_Color;\n"
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" return;\n"
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" }\n"
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" if(u_TextureType == 1) {\n"// Regular texture
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" FragColor = texture(u_Texture, v_TexCoord) * v_Color;\n"
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" FragColor = texture(u_Texture, v_TexCoord) * v_Color * u_Color;\n"
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" return;\n"
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" }\n"
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" if(u_TextureType == 2) {\n"// Paletted texture
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@@ -181,14 +192,11 @@
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" float g = float((palColor >> 16) & 0xFFu) / 255.0;\n"
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" float b = float((palColor >> 8) & 0xFFu) / 255.0;\n"
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" float a = float((palColor >> 0) & 0xFFu) / 255.0;\n"
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" vec4 paletteColor = vec4(r, g, b, a);\n"
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" FragColor = paletteColor;\n"
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" FragColor = vec4(r, g, b, a) * u_Color;\n"
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" return;\n"
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" }\n"
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" FragColor = v_Color;\n"// Unknown texture type?
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" FragColor = v_Color * u_Color;\n"// Unknown texture type?
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"}\n",
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#endif
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.setTexture = shaderUnlitSetTextureGL
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};
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#endif
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