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Update test shaders
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@ -1,11 +1,14 @@
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#include "sh_Utils.h"
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#define HIGH_PRECISION_VERTEX
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varying mediump vec2 v_TexCoord;
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varying mediump vec4 v_TexRect;
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#include "sh_Utils.h"
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#include "sh_Masking.h"
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layout(location = 2) in highp vec2 v_TexCoord;
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layout(location = 0) out vec4 o_Colour;
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void main(void)
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{
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float hueValue = v_TexCoord.x / (v_TexRect[2] - v_TexRect[0]);
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gl_FragColor = hsv2rgb(vec4(hueValue, 1, 1, 1));
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highp float hueValue = v_TexCoord.x / (v_TexRect[2] - v_TexRect[0]);
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o_Colour = getRoundedColor(hsv2rgb(vec4(hueValue, 1, 1, 1)), v_TexCoord);
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}
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@ -1,31 +1,25 @@
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#include "sh_Utils.h"
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layout(location = 0) in highp vec2 m_Position;
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layout(location = 1) in lowp vec4 m_Colour;
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layout(location = 2) in highp vec2 m_TexCoord;
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layout(location = 3) in highp vec4 m_TexRect;
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layout(location = 4) in mediump vec2 m_BlendRange;
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attribute highp vec2 m_Position;
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attribute lowp vec4 m_Colour;
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attribute mediump vec2 m_TexCoord;
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attribute mediump vec4 m_TexRect;
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attribute mediump vec2 m_BlendRange;
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varying highp vec2 v_MaskingPosition;
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varying lowp vec4 v_Colour;
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varying mediump vec2 v_TexCoord;
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varying mediump vec4 v_TexRect;
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varying mediump vec2 v_BlendRange;
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uniform highp mat4 g_ProjMatrix;
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uniform highp mat3 g_ToMaskingSpace;
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layout(location = 0) out highp vec2 v_MaskingPosition;
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layout(location = 1) out lowp vec4 v_Colour;
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layout(location = 2) out highp vec2 v_TexCoord;
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layout(location = 3) out highp vec4 v_TexRect;
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layout(location = 4) out mediump vec2 v_BlendRange;
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void main(void)
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{
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// Transform from screen space to masking space.
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highp vec3 maskingPos = g_ToMaskingSpace * vec3(m_Position, 1.0);
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v_MaskingPosition = maskingPos.xy / maskingPos.z;
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// Transform from screen space to masking space.
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highp vec3 maskingPos = g_ToMaskingSpace * vec3(m_Position, 1.0);
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v_MaskingPosition = maskingPos.xy / maskingPos.z;
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v_Colour = m_Colour;
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v_TexCoord = m_TexCoord;
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v_TexRect = m_TexRect;
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v_BlendRange = m_BlendRange;
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v_Colour = m_Colour;
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v_TexCoord = m_TexCoord;
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v_TexRect = m_TexRect;
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v_BlendRange = m_BlendRange;
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gl_Position = gProjMatrix * vec4(m_Position, 1.0, 1.0);
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gl_Position = g_ProjMatrix * vec4(m_Position, 1.0, 1.0);
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}
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