Increase shader compatability + guide
Optimization
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@@ -457,14 +457,7 @@ vec4 flixel_texture2D(sampler2D bitmap, vec2 coord)
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}
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color = vec4(color.rgb / color.a, color.a);
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mat4 colorMultiplier = mat4(0);
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colorMultiplier[0][0] = openfl_ColorMultiplierv.x;
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colorMultiplier[1][1] = openfl_ColorMultiplierv.y;
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colorMultiplier[2][2] = openfl_ColorMultiplierv.z;
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colorMultiplier[3][3] = openfl_ColorMultiplierv.w;
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color = clamp(openfl_ColorOffsetv + (color * colorMultiplier), 0.0, 1.0);
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color = clamp(openfl_ColorOffsetv + (color * openfl_ColorMultiplierv), 0.0, 1.0);
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if (color.a > 0.0)
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{
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@@ -491,39 +484,9 @@ vec4 textureCam(sampler2D bitmap, vec2 pos) {
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return flixel_texture2D(bitmap, camToOg(pos));
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}";
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public static final fragBody:String = "vec4 color = texture2D (bitmap, openfl_TextureCoordv);
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if (color.a == 0.0) {
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gl_FragColor = vec4 (0.0, 0.0, 0.0, 0.0);
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} else if (openfl_HasColorTransform) {
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color = vec4 (color.rgb / color.a, color.a);
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mat4 colorMultiplier = mat4 (0);
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colorMultiplier[0][0] = openfl_ColorMultiplierv.x;
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colorMultiplier[1][1] = openfl_ColorMultiplierv.y;
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colorMultiplier[2][2] = openfl_ColorMultiplierv.z;
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colorMultiplier[3][3] = 1.0; // openfl_ColorMultiplierv.w;
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color = clamp (openfl_ColorOffsetv + (color * colorMultiplier), 0.0, 1.0);
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if (color.a > 0.0) {
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gl_FragColor = vec4 (color.rgb * color.a * openfl_Alphav, color.a * openfl_Alphav);
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} else {
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gl_FragColor = vec4 (0.0, 0.0, 0.0, 0.0);
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}
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} else {
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gl_FragColor = color * openfl_Alphav;
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}";
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public static final fragBody:String = "vec4 color = flixel_texture2D (bitmap, openfl_TextureCoordv);
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gl_FragColor = color;
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";
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public static final vertHeader:String = "attribute float openfl_Alpha;
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attribute vec4 openfl_ColorMultiplier;
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attribute vec4 openfl_ColorOffset;
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@@ -75,18 +75,18 @@ const int EFFECT_TYPE_FLAG = 4;
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uniform int effectType;
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/**
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* How fast the waves move over time
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*/
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* How fast the waves move over time
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*/
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uniform float uSpeed;
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/**
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* Number of waves over time
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*/
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* Number of waves over time
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*/
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uniform float uFrequency;
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/**
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* How much the pixels are going to stretch over the waves
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*/
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* How much the pixels are going to stretch over the waves
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*/
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uniform float uWaveAmplitude;
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vec2 sineWave(vec2 pt)
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