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Fix the shader to be compatible with GLSL 1.2
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@ -7,19 +7,16 @@
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namespace GLShaders {
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namespace GLShaders {
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const char g_vertex_shader[] = R"(
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const char g_vertex_shader[] = R"(
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#version 130
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#version 120
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in vec2 vert_position;
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in vec2 vert_position;
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in vec2 vert_tex_coord;
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in vec2 vert_tex_coord;
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out vec2 frag_tex_coord;
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varying out vec2 frag_tex_coord;
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// This is a truncated 3x3 matrix for 2D transformations:
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// This is a truncated 3x3 matrix for 2D transformations:
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// The upper-left 2x2 submatrix performs scaling/rotation/mirroring.
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// The upper-left 2x2 submatrix performs scaling/rotation/mirroring.
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// The third column performs translation.
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// The third column performs translation.
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// The third row could be used for projection, which we don't need in 2D. It hence is assumed to
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// The third row could be used for projection, which we don't need in 2D. It hence is assumed to
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// implicitly be [0, 0, 1]
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// implicitly be [0, 0, 1]
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uniform mat3x2 modelview_matrix;
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uniform mat3x2 modelview_matrix;
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void main() {
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void main() {
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// Multiply input position by the rotscale part of the matrix and then manually translate by
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// Multiply input position by the rotscale part of the matrix and then manually translate by
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// the last column. This is equivalent to using a full 3x3 matrix and expanding the vector
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// the last column. This is equivalent to using a full 3x3 matrix and expanding the vector
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@ -30,15 +27,12 @@ void main() {
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)";
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)";
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const char g_fragment_shader[] = R"(
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const char g_fragment_shader[] = R"(
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#version 130
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#version 120
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varying in vec2 frag_tex_coord;
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in vec2 frag_tex_coord;
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varying out vec4 color;
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out vec4 color;
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uniform sampler2D color_texture;
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uniform sampler2D color_texture;
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void main() {
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void main() {
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color = texture(color_texture, frag_tex_coord);
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color = texture2D(color_texture, frag_tex_coord);
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}
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}
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)";
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)";
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