fix GL3 mix shaders
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f000eb7d31
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514c3110c1
2 changed files with 6 additions and 8 deletions
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@ -1,8 +1,8 @@
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#version 150
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#version 330
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precision highp float;
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// these are our textures
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uniform sampler2DRect msdf;
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uniform sampler2D msdf;
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uniform vec4 fontColor;
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uniform vec2 unitRange;
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@ -14,8 +14,6 @@ uniform vec2 scale_b;
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// this comes from the vertex shader
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in vec2 texCoordVarying;
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// this is the output of the fragment shader
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out vec4 outputColor;
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float median(float r, float g, float b) {
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@ -23,7 +21,8 @@ float median(float r, float g, float b) {
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}
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float screenPxRange() {
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//vec2 unitRange = vec2(pxRange)/vec2(textureSize(msdf));
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//ivec2 ts = textureSize(msdf, 0);
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//vec2 unitRange = vec2(pxRange)/vec2(ts);
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vec2 screenTexSize = vec2(1.0)/fwidth(texCoordVarying);
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return max(0.5*dot(unitRange, screenTexSize), 1.0);
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}
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@ -1,4 +1,4 @@
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#version 150
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#version 330
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// these come from the programmable pipeline
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uniform mat4 modelViewProjectionMatrix;
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@ -6,11 +6,10 @@ uniform mat4 modelViewProjectionMatrix;
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in vec4 position;
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in vec2 texcoord;
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// texture coordinates are sent to fragment shader
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out vec2 texCoordVarying;
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void main()
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{
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texCoordVarying = texcoord;
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gl_Position = modelViewProjectionMatrix * position;
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}
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}
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