257 lines
6.9 KiB
Go
257 lines
6.9 KiB
Go
package canvas
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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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void main() {
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gl_FragColor = texture2D(image, v_texCoord);
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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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void main() {
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gl_FragColor = color;
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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 mat3 invmat;
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uniform sampler1D gradient;
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uniform vec2 from, dir;
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uniform float len;
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void main() {
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vec3 untf = vec3(v_cp, 1.0) * invmat;
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vec2 v = untf.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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gl_FragColor = texture1D(gradient, r);
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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 mat3 invmat;
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uniform sampler1D 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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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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vec3 untf = vec3(v_cp, 1.0) * invmat;
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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*untf.x-2.0*to.x*untf.x-2.0*from.y*from.y+2.0*from.y*to.y+2.0*from.y*untf.y-2.0*to.y*untf.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*untf.x+untf.x*untf.x+from.y*from.y-2.0*from.y*untf.y+untf.y*untf.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*untf.x+to.x*untf.x+from.y*from.y-from.y*to.y-from.y*untf.y+to.y*untf.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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gl_FragColor = texture1D(gradient, o);
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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 mat3 invmat;
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uniform sampler2D image;
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void main() {
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vec3 untf = vec3(v_cp, 1.0) * invmat;
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gl_FragColor = texture2D(image, mod(untf.xy / imageSize, 1.0));
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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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void main() {
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vec4 col = color;
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col.a *= texture2D(alphaTex, v_atc).a;
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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 mat3 invmat;
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uniform sampler1D 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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void main() {
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vec3 untf = vec3(v_cp, 1.0) * invmat;
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vec2 v = untf.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 = texture1D(gradient, r);
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col.a *= texture2D(alphaTex, v_atc).a;
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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 mat3 invmat;
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uniform sampler1D 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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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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vec3 untf = vec3(v_cp, 1.0) * invmat;
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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*untf.x-2.0*to.x*untf.x-2.0*from.y*from.y+2.0*from.y*to.y+2.0*from.y*untf.y-2.0*to.y*untf.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*untf.x+untf.x*untf.x+from.y*from.y-2.0*from.y*untf.y+untf.y*untf.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*untf.x+to.x*untf.x+from.y*from.y-from.y*to.y-from.y*untf.y+to.y*untf.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 = texture1D(gradient, o);
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col.a *= texture2D(alphaTex, v_atc).a;
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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 mat3 invmat;
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uniform sampler2D image;
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uniform sampler2D alphaTex;
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void main() {
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vec3 untf = vec3(v_cp, 1.0) * invmat;
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vec4 col = texture2D(image, mod(untf.xy / imageSize, 1.0));
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col.a *= texture2D(alphaTex, v_atc).a;
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gl_FragColor = col;
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}`
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