mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-15 16:44:36 +00:00
gui shaders for opengl
First opengl geometry shader along with the other shaders for gui rendering opengl side.
This commit is contained in:
parent
d9c4269d8b
commit
fbed04050a
9 changed files with 274 additions and 9 deletions
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@ -462,7 +462,7 @@ bool GFXGLShader::_init()
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if (!mGeometryFile.isEmpty())
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if (!mGeometryFile.isEmpty())
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{
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{
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macros.last().name = "TORQUE_GEOMETRY_SHADER";
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macros.last().name = "TORQUE_GEOMETRY_SHADER";
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compiledGeometryShader = initShader(mPixelFile, GFXShaderStage::GEOMETRY_SHADER, macros);
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compiledGeometryShader = initShader(mGeometryFile, GFXShaderStage::GEOMETRY_SHADER, macros);
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if (!compiledGeometryShader)
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if (!compiledGeometryShader)
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return false;
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return false;
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}
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}
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@ -192,7 +192,7 @@ void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
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}
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}
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RectI socketRect(pos, Point2I(mNodeSize, mNodeSize));
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RectI socketRect(pos, Point2I(mNodeSize, mNodeSize));
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drawer->drawCircleFill(socketRect, fill, mNodeSize / 2, 2.0f, border);
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drawer->drawCircleFill(socketRect, fill, mNodeSize / 2, 1.0f, border);
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}
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}
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for (NodeOutput* output : node->mOutputNodes)
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for (NodeOutput* output : node->mOutputNodes)
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@ -208,7 +208,7 @@ void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
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}
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}
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RectI socketRect(pos, Point2I(mNodeSize, mNodeSize));
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RectI socketRect(pos, Point2I(mNodeSize, mNodeSize));
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drawer->drawCircleFill(socketRect, fill, mNodeSize / 2, 2.0f, border);
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drawer->drawCircleFill(socketRect, fill, mNodeSize / 2, 1.0f, border);
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}
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}
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}
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}
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}
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}
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@ -244,7 +244,7 @@ void GuiShaderEditor::renderConnections(Point2I offset, const RectI& updateRect)
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start += Point2I(mNodeSize / 2, mNodeSize / 2);
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start += Point2I(mNodeSize / 2, mNodeSize / 2);
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end += Point2I(mNodeSize / 2, mNodeSize / 2);
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end += Point2I(mNodeSize / 2, mNodeSize / 2);
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drawer->drawThickLine(start, end,ColorI(255,255,255,255), (F32)mNodeSize/3);
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drawer->drawThickLine(start, end,ColorI(255,255,255,255), 2.0f);
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}
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}
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// Restore the clip rect to what it was at the start
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// Restore the clip rect to what it was at the start
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@ -288,10 +288,9 @@ void GuiShaderEditor::onRender(Point2I offset, const RectI& updateRect)
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RectI sockActive(start, Point2I(mNodeSize, mNodeSize));
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RectI sockActive(start, Point2I(mNodeSize, mNodeSize));
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start += Point2I(mNodeSize / 2, mNodeSize / 2);
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start += Point2I(mNodeSize / 2, mNodeSize / 2);
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drawer->drawThickLine(start, mLastMousePos + offset, color, (F32)mNodeSize / 3);
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drawer->drawThickLine(start, mLastMousePos + offset, color, 2.0f);
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// draw socket overlay over the top of the line.
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// draw socket overlay over the top of the line.
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sockActive.inset(1, 1);
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drawer->drawCircleFill(sockActive, color, mNodeSize / 2);
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drawer->drawCircleFill(sockActive, color, mNodeSize / 2);
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}
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}
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}
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}
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@ -35,7 +35,6 @@ ConsoleDocClass(MathAddNode,
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"@internal"
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"@internal"
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);
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);
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MathAddNode::MathAddNode()
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MathAddNode::MathAddNode()
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: GuiShaderNode()
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: GuiShaderNode()
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{
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{
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@ -158,6 +158,9 @@ singleton ShaderData( RoundedRectangleGUI )
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{
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/fixedFunction/colorV.hlsl";
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DXVertexShaderFile = $Core::CommonShaderPath @ "/fixedFunction/colorV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/fixedFunction/roundedRectangleP.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/fixedFunction/roundedRectangleP.hlsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/fixedFunction/gl/colorV.glsl";
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OGLPixelShaderFile = $Core::CommonShaderPath @ "/fixedFunction/gl/roundedRectangleP.glsl";
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pixVersion = 3.0;
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pixVersion = 3.0;
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};
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};
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@ -166,6 +169,9 @@ singleton ShaderData( CircularGUI )
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{
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{
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DXVertexShaderFile = $Core::CommonShaderPath @ "/fixedFunction/colorV.hlsl";
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DXVertexShaderFile = $Core::CommonShaderPath @ "/fixedFunction/colorV.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/fixedFunction/circleP.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/fixedFunction/circleP.hlsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/fixedFunction/gl/colorV.glsl";
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OGLPixelShaderFile = $Core::CommonShaderPath @ "/fixedFunction/gl/circleP.glsl";
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pixVersion = 3.0;
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pixVersion = 3.0;
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};
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};
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@ -175,6 +181,10 @@ singleton ShaderData( ThickLineGUI )
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DXVertexShaderFile = $Core::CommonShaderPath @ "/fixedFunction/colorV.hlsl";
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DXVertexShaderFile = $Core::CommonShaderPath @ "/fixedFunction/colorV.hlsl";
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DXGeometryShaderFile = $Core::CommonShaderPath @ "/fixedFunction/thickLineG.hlsl";
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DXGeometryShaderFile = $Core::CommonShaderPath @ "/fixedFunction/thickLineG.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/fixedFunction/thickLineP.hlsl";
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DXPixelShaderFile = $Core::CommonShaderPath @ "/fixedFunction/thickLineP.hlsl";
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OGLVertexShaderFile = $Core::CommonShaderPath @ "/fixedFunction/gl/colorV.glsl";
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OGLGeometryShaderFile = $Core::CommonShaderPath @ "/fixedFunction/gl/thickLineG.glsl";
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OGLPixelShaderFile = $Core::CommonShaderPath @ "/fixedFunction/gl/thickLineP.glsl";
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pixVersion = 3.0;
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pixVersion = 3.0;
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};
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};
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@ -50,10 +50,10 @@ float4 main(Conn IN) : TORQUE_TARGET0
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{
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{
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distance = abs(distance) - radius;
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distance = abs(distance) - radius;
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if(distance < (radius - (borderSize * 0.5)))
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if(distance < (radius - (borderSize)))
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{
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{
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toColor = IN.color;
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toColor = IN.color;
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distance = abs(distance) - (borderSize * 0.5);
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distance = abs(distance) - (borderSize);
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}
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}
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float blend = smoothstep(0.0, 1.0, distance);
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float blend = smoothstep(0.0, 1.0, distance);
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@ -0,0 +1,62 @@
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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in vec4 color;
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out vec4 OUT_col;
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uniform vec2 sizeUni;
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uniform float radius;
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uniform vec2 rectCenter;
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uniform float borderSize;
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uniform vec4 borderCol;
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float circle(vec2 p, vec2 center, float r)
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{
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return length(p - center);
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}
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void main()
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{
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float dist = circle(gl_FragCoord.xy, rectCenter, radius);
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vec4 fromColor = borderCol;
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vec4 toColor = vec4(0.0, 0.0, 0.0, 0.0);
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if(dist < radius)
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{
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dist = abs(dist) - radius;
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if(dist < (radius - (borderSize)))
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{
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toColor = color;
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dist = abs(dist) - (borderSize);
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}
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float blend = smoothstep(0.0, 1.0, dist);
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OUT_col = mix(fromColor, toColor, blend);
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}
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dist = abs(dist) - radius;
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float blend = smoothstep(0.0, 1.0, dist);
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OUT_col = mix(fromColor, toColor, blend);
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}
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@ -0,0 +1,98 @@
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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in vec4 color;
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out vec4 OUT_col;
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uniform vec2 sizeUni;
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uniform vec2 rectCenter;
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uniform vec2 oneOverViewport;
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uniform float radius;
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uniform float borderSize;
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uniform vec4 borderCol;
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float RoundedRectSDF(vec2 p, vec2 size, float radius)
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{
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// Calculate distance to each side of the rectangle
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vec2 dist = abs(p) - size + vec2(radius, radius);
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// Compute the distance to the rounded corners
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float cornerDist = length(max(dist, 0.0));
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// Return the minimum distance (negative inside, positive outside)
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return min(max(dist.x, dist.y), 0.0) + cornerDist - radius;
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}
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void main()
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{
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vec2 p = gl_FragCoord.xy;
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float halfBorder = borderSize * 0.5;
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vec2 halfSize = sizeUni * 0.5;
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p -= rectCenter;
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// Calculate signed distance field for rounded rectangle
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vec4 fromColor = borderCol;
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// alpha
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vec4 toColor = vec4(0.0, 0.0, 0.0, 0.0);
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float cornerRadius = radius;
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// if ((p.y < 0.0 && p.x < 0.0) || // top left corner
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// (p.y < 0.0 && p.x > 0.0) || // top right corner
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// (p.y > 0.0 && p.x > 0.0) || // bottom right corner.
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// (p.y > 0.0 && p.x < 0.0)) // bottom left corner
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// {
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// cornerRadius = radius;
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// }
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if(cornerRadius > 0.0 || halfBorder > 0.0)
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{
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float sdf = RoundedRectSDF(p, halfSize, cornerRadius - halfBorder);
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if(halfBorder > 0.0)
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{
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if(sdf < 0.0)
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{
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// if ((p.y >= -halfSize.y - radius + halfBorder && p.y <= -halfSize.y + radius - halfBorder) || // top border
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// (p.y >= halfSize.y - radius + halfBorder && p.y <= halfSize.y + radius - halfBorder) || // bottom border
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// (p.x >= -halfSize.x - radius + halfBorder && p.x <= -halfSize.x + radius - halfBorder) || // left border
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// (p.x >= halfSize.x - radius + halfBorder && p.x <= halfSize.x + radius - halfBorder) ) { // right border
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// }
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toColor = color;
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sdf = abs(sdf) / borderSize;
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}
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}
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else{
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fromColor = color;
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}
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float alpha = smoothstep(-1.0, 1.0, sdf);
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OUT_col = mix(fromColor, toColor, alpha);
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}
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else
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{
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OUT_col = color;
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}
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}
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@ -0,0 +1,67 @@
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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layout (lines) in;
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layout (triangle_strip, max_vertices = 4) out;
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in VS_OUT {
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vec4 color;
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} gs_in[];
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out vec4 fragColor;
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uniform float thickness;
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uniform vec2 oneOverViewport;
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void main()
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{
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// Calculate the direction of the line segment
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vec2 direction = normalize(gl_in[1].gl_Position.xy - gl_in[0].gl_Position.xy);
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// Calculate perpendicular direction
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vec2 perpendicular = normalize(vec2(-direction.y, direction.x));
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// Calculate offset for thickness
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vec2 offset = vec2(thickness * oneOverViewport.x, thickness * oneOverViewport.y) * perpendicular;
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// Calculate vertices for the line with thickness
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vec2 p0 = gl_in[0].gl_Position.xy + offset;
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vec2 p1 = gl_in[0].gl_Position.xy - offset;
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vec2 p2 = gl_in[1].gl_Position.xy + offset;
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vec2 p3 = gl_in[1].gl_Position.xy - offset;
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fragColor = gs_in[0].color;
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gl_Position = vec4(p0, 0.0f, 1.0f);
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EmitVertex();
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gl_Position = vec4(p1, 0.0f, 1.0f);
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EmitVertex();
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gl_Position = vec4(p2, 0.0f, 1.0f);
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EmitVertex();
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gl_Position = vec4(p3, 0.0f, 1.0f);
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EmitVertex();
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EndPrimitive();
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}
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@ -0,0 +1,30 @@
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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||||||
|
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||||
|
// sell copies of the Software, and to permit persons to whom the Software is
|
||||||
|
// furnished to do so, subject to the following conditions:
|
||||||
|
//
|
||||||
|
// The above copyright notice and this permission notice shall be included in
|
||||||
|
// all copies or substantial portions of the Software.
|
||||||
|
//
|
||||||
|
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||||
|
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||||
|
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||||
|
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||||
|
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||||
|
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||||
|
// IN THE SOFTWARE.
|
||||||
|
//-----------------------------------------------------------------------------
|
||||||
|
|
||||||
|
in vec4 fragColor;
|
||||||
|
|
||||||
|
out vec4 OUT_col;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
OUT_col = fragColor;
|
||||||
|
}
|
||||||
Loading…
Add table
Add a link
Reference in a new issue