Simplified default shader
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@@ -482,36 +482,24 @@ uniform sampler2D bitmap;
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uniform bool hasTransform;
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uniform bool hasColorTransform;
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vec4 flixel_texture2D(sampler2D bitmap, vec2 coord)
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{
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vec4 flixel_texture2D(sampler2D bitmap, vec2 coord) {
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vec4 color = texture2D(bitmap, coord);
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if (!hasTransform)
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{
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if (!hasTransform) {
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return color;
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}
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if (color.a == 0.0)
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{
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if (color.a == 0.0) {
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return vec4(0.0, 0.0, 0.0, 0.0);
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}
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if (!hasColorTransform)
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{
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if (!hasColorTransform) {
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return color * openfl_Alphav;
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}
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color = vec4(color.rgb / color.a, color.a);
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color = clamp(openfl_ColorOffsetv + (color * openfl_ColorMultiplierv), 0.0, 1.0);
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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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if (color.a > 0.0)
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{
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if (color.a > 0.0) {
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return vec4(color.rgb * color.a * openfl_Alphav, color.a * openfl_Alphav);
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}
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return vec4(0.0, 0.0, 0.0, 0.0);
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@@ -535,39 +523,7 @@ 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 = "gl_FragColor = flixel_texture2D(bitmap, openfl_TextureCoordv);";
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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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@@ -587,10 +543,8 @@ uniform vec2 openfl_TextureSize;";
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openfl_TextureCoordv = openfl_TextureCoord;
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if (openfl_HasColorTransform) {
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openfl_ColorMultiplierv = openfl_ColorMultiplier;
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openfl_ColorOffsetv = openfl_ColorOffset / 255.0;
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}
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gl_Position = openfl_Matrix * openfl_Position;";
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@@ -603,14 +557,12 @@ attribute vec4 colorMultiplier;
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attribute vec4 colorOffset;
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uniform bool hasColorTransform;
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void main(void)
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{
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void main(void) {
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#pragma body
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openfl_Alphav = openfl_Alpha * alpha;
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if (hasColorTransform)
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{
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if (hasColorTransform) {
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openfl_ColorOffsetv = colorOffset / 255.0;
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openfl_ColorMultiplierv = colorMultiplier;
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}
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@@ -620,9 +572,8 @@ void main(void)
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// TODO: camera stuff
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public static final defaultFragmentSource:String = "#pragma header
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void main(void)
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{
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gl_FragColor = flixel_texture2D(bitmap, openfl_TextureCoordv);
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void main(void) {
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#pragma body
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}";
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}
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