Changes since migrating to GitTea.
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@ -1,36 +1,36 @@
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precision mediump float;
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uniform sampler2D texture;
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uniform float alpha;
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uniform vec2 texAtlasSize;
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uniform float texAtlasIndex;
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const float clampBorder = 0.005;
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varying vec2 pass_TexCoords;
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vec2 getTexCoordsInAtlas(in vec2 clampedTexCoords, in float atlasIndex);
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void main() {
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vec2 clampedTexCoords = pass_TexCoords;
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if(texAtlasSize.x > 1.0 || texAtlasSize.y > 1.0)
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clampedTexCoords = clamp(pass_TexCoords, clampBorder, 1.0 - clampBorder);
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vec2 texAtlasCoords = getTexCoordsInAtlas(clampedTexCoords, texAtlasIndex);
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gl_FragColor = texture2D(texture, texAtlasCoords);
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gl_FragColor.a = min(gl_FragColor.a, alpha);
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gl_FragColor.rgb = gl_FragColor.rgb / gl_FragColor.a;
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}
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vec2 getTexCoordsInAtlas(in vec2 clampedTexCoords, in float atlasIndex){
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vec2 texAtlasCoords = vec2(0.0, 0.0);
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texAtlasCoords.x = mod(clampedTexCoords.x, 1.0) / texAtlasSize.x;
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texAtlasCoords.x += mod(atlasIndex, texAtlasSize.x) / texAtlasSize.x;
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texAtlasCoords.y = mod(clampedTexCoords.y, 1.0) / texAtlasSize.y;
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texAtlasCoords.y += floor(atlasIndex / texAtlasSize.y) / texAtlasSize.y;
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return texAtlasCoords;
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precision mediump float;
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uniform sampler2D texture;
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uniform float alpha;
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uniform vec2 texAtlasSize;
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uniform float texAtlasIndex;
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const float clampBorder = 0.005;
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varying vec2 pass_TexCoords;
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vec2 getTexCoordsInAtlas(in vec2 clampedTexCoords, in float atlasIndex);
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void main() {
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vec2 clampedTexCoords = pass_TexCoords;
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if(texAtlasSize.x > 1.0 || texAtlasSize.y > 1.0)
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clampedTexCoords = clamp(pass_TexCoords, clampBorder, 1.0 - clampBorder);
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vec2 texAtlasCoords = getTexCoordsInAtlas(clampedTexCoords, texAtlasIndex);
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gl_FragColor = texture2D(texture, texAtlasCoords);
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gl_FragColor.a = min(gl_FragColor.a, alpha);
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gl_FragColor.rgb = gl_FragColor.rgb / gl_FragColor.a;
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}
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vec2 getTexCoordsInAtlas(in vec2 clampedTexCoords, in float atlasIndex){
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vec2 texAtlasCoords = vec2(0.0, 0.0);
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texAtlasCoords.x = mod(clampedTexCoords.x, 1.0) / texAtlasSize.x;
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texAtlasCoords.x += mod(atlasIndex, texAtlasSize.x) / texAtlasSize.x;
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texAtlasCoords.y = mod(clampedTexCoords.y, 1.0) / texAtlasSize.y;
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texAtlasCoords.y += floor(atlasIndex / texAtlasSize.y) / texAtlasSize.y;
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return texAtlasCoords;
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}
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@ -1,23 +1,23 @@
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uniform mat4 mvpMatrix;
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uniform mat4 transformationMatrix;
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uniform vec2 texCoordScaling;
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attribute vec4 position;
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attribute vec2 texCoords;
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varying vec2 pass_TexCoords;
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void main() {
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vec2 scale = vec2(1.0, 1.0);
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if(texCoordScaling.x != 0.0)
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scale.x = texCoordScaling.x;
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if(texCoordScaling.y != 0.0)
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scale.y *= texCoordScaling.y;
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vec4 transformatedPosition = transformationMatrix * position;
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gl_Position = mvpMatrix * transformatedPosition;
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pass_TexCoords = scale * texCoords;
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uniform mat4 mvpMatrix;
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uniform mat4 transformationMatrix;
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uniform vec2 texCoordScaling;
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attribute vec4 position;
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attribute vec2 texCoords;
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varying vec2 pass_TexCoords;
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void main() {
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vec2 scale = vec2(1.0, 1.0);
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if(texCoordScaling.x != 0.0)
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scale.x = texCoordScaling.x;
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if(texCoordScaling.y != 0.0)
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scale.y *= texCoordScaling.y;
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vec4 transformatedPosition = transformationMatrix * position;
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gl_Position = mvpMatrix * transformatedPosition;
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pass_TexCoords = scale * texCoords;
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}
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@ -1,27 +1,27 @@
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precision mediump float;
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uniform sampler2D texture;
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uniform vec3 color;
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uniform float alpha;
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varying vec2 pass_TexCoords;
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vec3 saturateColor(in vec3 color, in float a);
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void main() {
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float a = texture2D(texture, pass_TexCoords).a * alpha;
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vec3 black = vec3(0.0, 0.0, 0.0);
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gl_FragColor.rgb = mix(color, black, 1.0 - a);
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gl_FragColor.a = a;
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}
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vec3 saturateColor(in vec3 color, in float a){
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float grayscale = (color.r * 0.299 + color.g * 0.587 + color. b * 0.114);
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float alpha = ((1.1 - a) * 0.5) * 40.0;
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return alpha * color + (1.0 - alpha) * vec3(grayscale, grayscale, grayscale);
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precision mediump float;
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uniform sampler2D texture;
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uniform vec3 color;
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uniform float alpha;
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varying vec2 pass_TexCoords;
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vec3 saturateColor(in vec3 color, in float a);
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void main() {
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float a = texture2D(texture, pass_TexCoords).a * alpha;
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vec3 black = vec3(0.0, 0.0, 0.0);
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gl_FragColor.rgb = mix(color, black, 1.0 - a);
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gl_FragColor.a = a;
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}
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vec3 saturateColor(in vec3 color, in float a){
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float grayscale = (color.r * 0.299 + color.g * 0.587 + color. b * 0.114);
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float alpha = ((1.1 - a) * 0.5) * 40.0;
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return alpha * color + (1.0 - alpha) * vec3(grayscale, grayscale, grayscale);
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}
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@ -1,12 +1,12 @@
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precision mediump float;
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uniform sampler2D texture;
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varying vec2 pass_TexCoords;
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void main() {
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gl_FragColor = texture2D(texture, pass_TexCoords);
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gl_FragColor.rgb = gl_FragColor.rgb / gl_FragColor.a;
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precision mediump float;
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uniform sampler2D texture;
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varying vec2 pass_TexCoords;
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void main() {
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gl_FragColor = texture2D(texture, pass_TexCoords);
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gl_FragColor.rgb = gl_FragColor.rgb / gl_FragColor.a;
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}
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@ -1,12 +1,12 @@
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attribute vec4 position;
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attribute vec2 texCoords;
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varying vec2 pass_TexCoords;
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void main() {
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gl_Position = position;
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pass_TexCoords.x = texCoords.x;
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pass_TexCoords.y = -texCoords.y;
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attribute vec4 position;
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attribute vec2 texCoords;
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varying vec2 pass_TexCoords;
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void main() {
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gl_Position = position;
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pass_TexCoords.x = texCoords.x;
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pass_TexCoords.y = -texCoords.y;
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}
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