removed the shaders from the main canvas package, which were no longer used
This commit is contained in:
parent
92d388c3c4
commit
349e01e301
1 changed files with 0 additions and 361 deletions
361
shaders.go
361
shaders.go
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@ -1,361 +0,0 @@
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package canvas
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import (
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"bytes"
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"fmt"
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"strings"
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)
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var imageVS = `
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attribute vec2 vertex, texCoord;
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uniform vec2 canvasSize;
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varying vec2 v_texCoord;
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void main() {
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v_texCoord = texCoord;
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vec2 glp = vertex * 2.0 / canvasSize - 1.0;
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gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
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}`
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var imageFS = `
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec2 v_texCoord;
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uniform sampler2D image;
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uniform float globalAlpha;
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void main() {
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vec4 col = texture2D(image, v_texCoord);
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col.a *= globalAlpha;
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gl_FragColor = col;
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}`
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var solidVS = `
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attribute vec2 vertex;
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uniform vec2 canvasSize;
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void main() {
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vec2 glp = vertex * 2.0 / canvasSize - 1.0;
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gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
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}`
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var solidFS = `
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec4 color;
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uniform float globalAlpha;
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void main() {
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vec4 col = color;
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col.a *= globalAlpha;
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gl_FragColor = col;
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}`
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var linearGradientVS = `
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attribute vec2 vertex;
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uniform vec2 canvasSize;
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varying vec2 v_cp;
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void main() {
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v_cp = vertex;
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vec2 glp = vertex * 2.0 / canvasSize - 1.0;
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gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
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}`
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var linearGradientFS = `
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec2 v_cp;
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uniform sampler2D gradient;
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uniform vec2 from, dir;
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uniform float len;
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uniform float globalAlpha;
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void main() {
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vec2 v = v_cp - from;
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float r = dot(v, dir) / len;
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r = clamp(r, 0.0, 1.0);
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vec4 col = texture2D(gradient, vec2(r, 0.0));
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col.a *= globalAlpha;
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gl_FragColor = col;
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}`
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var radialGradientVS = `
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attribute vec2 vertex;
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uniform vec2 canvasSize;
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varying vec2 v_cp;
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void main() {
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v_cp = vertex;
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vec2 glp = vertex * 2.0 / canvasSize - 1.0;
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gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
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}`
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var radialGradientFS = `
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec2 v_cp;
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uniform sampler2D gradient;
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uniform vec2 from, to, dir;
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uniform float radFrom, radTo;
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uniform float len;
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uniform float globalAlpha;
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bool isNaN(float v) {
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return v < 0.0 || 0.0 < v || v == 0.0 ? false : true;
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}
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void main() {
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float o_a = 0.5 * sqrt(
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pow(-2.0*from.x*from.x+2.0*from.x*to.x+2.0*from.x*v_cp.x-2.0*to.x*v_cp.x-2.0*from.y*from.y+2.0*from.y*to.y+2.0*from.y*v_cp.y-2.0*to.y*v_cp.y+2.0*radFrom*radFrom-2.0*radFrom*radTo, 2.0)
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-4.0*(from.x*from.x-2.0*from.x*v_cp.x+v_cp.x*v_cp.x+from.y*from.y-2.0*from.y*v_cp.y+v_cp.y*v_cp.y-radFrom*radFrom)
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*(from.x*from.x-2.0*from.x*to.x+to.x*to.x+from.y*from.y-2.0*from.y*to.y+to.y*to.y-radFrom*radFrom+2.0*radFrom*radTo-radTo*radTo)
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);
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float o_b = (from.x*from.x-from.x*to.x-from.x*v_cp.x+to.x*v_cp.x+from.y*from.y-from.y*to.y-from.y*v_cp.y+to.y*v_cp.y-radFrom*radFrom+radFrom*radTo);
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float o_c = (from.x*from.x-2.0*from.x*to.x+to.x*to.x+from.y*from.y-2.0*from.y*to.y+to.y*to.y-radFrom*radFrom+2.0*radFrom*radTo-radTo*radTo);
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float o1 = (-o_a + o_b) / o_c;
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float o2 = (o_a + o_b) / o_c;
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if (isNaN(o1) && isNaN(o2)) {
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gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
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return;
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}
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float o = max(o1, o2);
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//float r = radFrom + o * (radTo - radFrom);
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vec4 col = texture2D(gradient, vec2(o, 0.0));
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col.a *= globalAlpha;
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gl_FragColor = col;
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}`
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var imagePatternVS = `
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attribute vec2 vertex;
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uniform vec2 canvasSize;
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varying vec2 v_cp;
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void main() {
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v_cp = vertex;
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vec2 glp = vertex * 2.0 / canvasSize - 1.0;
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gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
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}`
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var imagePatternFS = `
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec2 v_cp;
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uniform vec2 imageSize;
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uniform sampler2D image;
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uniform float globalAlpha;
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void main() {
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vec4 col = texture2D(image, mod(v_cp / imageSize, 1.0));
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col.a *= globalAlpha;
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gl_FragColor = col;
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}`
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var solidAlphaVS = `
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attribute vec2 vertex, alphaTexCoord;
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uniform vec2 canvasSize;
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varying vec2 v_atc;
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void main() {
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v_atc = alphaTexCoord;
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vec2 glp = vertex * 2.0 / canvasSize - 1.0;
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gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
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}`
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var solidAlphaFS = `
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec2 v_atc;
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uniform vec4 color;
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uniform sampler2D alphaTex;
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uniform float globalAlpha;
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void main() {
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vec4 col = color;
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col.a *= texture2D(alphaTex, v_atc).a * globalAlpha;
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gl_FragColor = col;
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}`
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var linearGradientAlphaVS = `
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attribute vec2 vertex, alphaTexCoord;
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uniform vec2 canvasSize;
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varying vec2 v_cp;
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varying vec2 v_atc;
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void main() {
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v_cp = vertex;
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v_atc = alphaTexCoord;
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vec2 glp = vertex * 2.0 / canvasSize - 1.0;
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gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
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}`
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var linearGradientAlphaFS = `
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec2 v_cp;
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varying vec2 v_atc;
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varying vec2 v_texCoord;
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uniform sampler2D gradient;
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uniform vec2 from, dir;
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uniform float len;
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uniform sampler2D alphaTex;
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uniform float globalAlpha;
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void main() {
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vec2 v = v_cp.xy - from;
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float r = dot(v, dir) / len;
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r = clamp(r, 0.0, 1.0);
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vec4 col = texture2D(gradient, vec2(r, 0.0));
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col.a *= texture2D(alphaTex, v_atc).a * globalAlpha;
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gl_FragColor = col;
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}`
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var radialGradientAlphaVS = `
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attribute vec2 vertex, alphaTexCoord;
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uniform vec2 canvasSize;
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varying vec2 v_cp;
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varying vec2 v_atc;
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void main() {
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v_cp = vertex;
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v_atc = alphaTexCoord;
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vec2 glp = vertex * 2.0 / canvasSize - 1.0;
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gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
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}`
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var radialGradientAlphaFS = `
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec2 v_cp;
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varying vec2 v_atc;
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uniform sampler2D gradient;
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uniform vec2 from, to, dir;
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uniform float radFrom, radTo;
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uniform float len;
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uniform sampler2D alphaTex;
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uniform float globalAlpha;
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bool isNaN(float v) {
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return v < 0.0 || 0.0 < v || v == 0.0 ? false : true;
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}
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void main() {
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float o_a = 0.5 * sqrt(
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pow(-2.0*from.x*from.x+2.0*from.x*to.x+2.0*from.x*v_cp.x-2.0*to.x*v_cp.x-2.0*from.y*from.y+2.0*from.y*to.y+2.0*from.y*v_cp.y-2.0*to.y*v_cp.y+2.0*radFrom*radFrom-2.0*radFrom*radTo, 2.0)
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-4.0*(from.x*from.x-2.0*from.x*v_cp.x+v_cp.x*v_cp.x+from.y*from.y-2.0*from.y*v_cp.y+v_cp.y*v_cp.y-radFrom*radFrom)
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*(from.x*from.x-2.0*from.x*to.x+to.x*to.x+from.y*from.y-2.0*from.y*to.y+to.y*to.y-radFrom*radFrom+2.0*radFrom*radTo-radTo*radTo)
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);
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float o_b = (from.x*from.x-from.x*to.x-from.x*v_cp.x+to.x*v_cp.x+from.y*from.y-from.y*to.y-from.y*v_cp.y+to.y*v_cp.y-radFrom*radFrom+radFrom*radTo);
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float o_c = (from.x*from.x-2.0*from.x*to.x+to.x*to.x+from.y*from.y-2.0*from.y*to.y+to.y*to.y-radFrom*radFrom+2.0*radFrom*radTo-radTo*radTo);
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float o1 = (-o_a + o_b) / o_c;
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float o2 = (o_a + o_b) / o_c;
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if (isNaN(o1) && isNaN(o2)) {
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gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
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return;
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}
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float o = max(o1, o2);
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float r = radFrom + o * (radTo - radFrom);
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vec4 col = texture2D(gradient, vec2(o, 0.0));
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col.a *= texture2D(alphaTex, v_atc).a * globalAlpha;
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gl_FragColor = col;
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}`
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var imagePatternAlphaVS = `
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attribute vec2 vertex, alphaTexCoord;
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uniform vec2 canvasSize;
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varying vec2 v_cp;
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varying vec2 v_atc;
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void main() {
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v_cp = vertex;
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v_atc = alphaTexCoord;
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vec2 glp = vertex * 2.0 / canvasSize - 1.0;
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gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
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}`
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var imagePatternAlphaFS = `
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec2 v_cp;
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varying vec2 v_atc;
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uniform vec2 imageSize;
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uniform sampler2D image;
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uniform sampler2D alphaTex;
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uniform float globalAlpha;
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void main() {
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vec4 col = texture2D(image, mod(v_cp / imageSize, 1.0));
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col.a *= texture2D(alphaTex, v_atc).a * globalAlpha;
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gl_FragColor = col;
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}`
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var gaussian15VS = `
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attribute vec2 vertex, texCoord;
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uniform vec2 canvasSize;
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varying vec2 v_texCoord;
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void main() {
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v_texCoord = texCoord;
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vec2 glp = vertex * 2.0 / canvasSize - 1.0;
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gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
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}`
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var gaussian15FS = `
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec2 v_texCoord;
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uniform vec2 kernelScale;
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uniform sampler2D image;
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uniform float kernel[15];
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void main() {
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vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
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_SUM_
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gl_FragColor = color;
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}`
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var gaussian63VS = `
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attribute vec2 vertex, texCoord;
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uniform vec2 canvasSize;
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varying vec2 v_texCoord;
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void main() {
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v_texCoord = texCoord;
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vec2 glp = vertex * 2.0 / canvasSize - 1.0;
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gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
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}`
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var gaussian63FS = `
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec2 v_texCoord;
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uniform vec2 kernelScale;
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uniform sampler2D image;
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uniform float kernel[63];
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void main() {
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vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
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_SUM_
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gl_FragColor = color;
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}`
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var gaussian127VS = `
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attribute vec2 vertex, texCoord;
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uniform vec2 canvasSize;
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varying vec2 v_texCoord;
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void main() {
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v_texCoord = texCoord;
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vec2 glp = vertex * 2.0 / canvasSize - 1.0;
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gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0);
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}`
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var gaussian127FS = `
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec2 v_texCoord;
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uniform vec2 kernelScale;
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uniform sampler2D image;
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uniform float kernel[127];
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void main() {
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vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
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_SUM_
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gl_FragColor = color;
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}`
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func init() {
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fstr := "\tcolor += texture2D(image, v_texCoord + vec2(%.1f * kernelScale.x, %.1f * kernelScale.y)) * kernel[%d];\n"
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bb := bytes.Buffer{}
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for i := 0; i < 127; i++ {
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off := float64(i) - 63
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fmt.Fprintf(&bb, fstr, off, off, i)
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}
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gaussian127FS = strings.Replace(gaussian127FS, "_SUM_", bb.String(), -1)
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bb.Reset()
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for i := 0; i < 63; i++ {
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off := float64(i) - 31
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fmt.Fprintf(&bb, fstr, off, off, i)
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}
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gaussian63FS = strings.Replace(gaussian63FS, "_SUM_", bb.String(), -1)
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bb.Reset()
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for i := 0; i < 15; i++ {
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off := float64(i) - 7
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fmt.Fprintf(&bb, fstr, off, off, i)
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}
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gaussian15FS = strings.Replace(gaussian15FS, "_SUM_", bb.String(), -1)
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}
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