-added some new types to gui manager + some fixes -TexCoordsManager now working (probably) -added CRenderDefault components which makes entities without texcoords possible to draw -makes better way of binding demos to launcher -moved some registration related to rendering to one function (basic components + draw system) -added Sandbox demo (demo which takes all demos to one demo) -extends ParticlesDemo play area -added BirckBreaker demo (WIP) -added special material to additive particles -added whole bunch of rendering code to rendering module -added ability to show filtered entities (blinking)
55 lines
930 B
GLSL
55 lines
930 B
GLSL
precision mediump int;
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precision mediump float;
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precision lowp sampler2D;
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precision lowp samplerCube;
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#ifdef GLES
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#define TEX(x,y) texture2D(x,y)
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#if __VERSION__ >290
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#define M_IN in mediump
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#define L_IN in lowp
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#else
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#define M_IN varying mediump
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#define L_IN varying lowp
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#endif
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#else
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#define TEX(x,y) texture(x,y)
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#if __VERSION__ > 320
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#define M_IN in
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#define L_IN in
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#else
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#define M_IN varying
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#define L_IN varying
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#endif
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#endif
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M_IN vec2 uv;
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M_IN vec4 color;
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/*
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#ifdef GLES
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#if __VERSION__ >290
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in mediump vec2 uv;
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#else
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varying mediump vec2 uv;
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#endif
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#else
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#if __VERSION__ > 320
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in vec2 uv;
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#else
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varying vec2 uv;
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#endif
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#endif*/
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//layout(binding = 0)uniform sampler2D tex;
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uniform sampler2D tex;
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//layout(location = 0) out vec4 outColor;
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void main()
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{
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gl_FragColor = /*TEX(tex,uv) **/ color;
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if(gl_FragColor.a < 0.01)discard;
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}
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