use glsl built-in ifdef directive for extensions
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@@ -85,27 +85,27 @@ void App::initShaders()
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"}\n";
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static const char* shader_blend_f =
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SHADER_VERSION
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#ifdef __IOS__
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"#extension GL_EXT_shader_framebuffer_fetch : enable\n"
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#endif
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"#if defined(GL_EXT_shader_framebuffer_fetch)\n"
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" #extension GL_EXT_shader_framebuffer_fetch : enable\n"
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"#endif\n"
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"uniform sampler2D tex;\n"
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"uniform sampler2D tex_alpha;\n"
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"uniform sampler2D tex_bg;\n"
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"uniform mediump float alpha;\n"
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"uniform int blend_mode;\n"
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"in mediump vec2 uv;\n"
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#ifdef __IOS__
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"inout highp vec4 frag;\n"
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#else
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"out mediump vec4 frag;\n"
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#endif
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"#if defined(GL_EXT_shader_framebuffer_fetch)\n"
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" inout highp vec4 frag;\n"
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"#else\n"
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" out mediump vec4 frag;\n"
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"#endif\n"
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SHADER_FUNCTION_BLEND
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"void main() {\n"
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#ifdef __IOS__
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"#if defined(GL_EXT_shader_framebuffer_fetch)\n"
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" highp vec4 bg = frag;\n"
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#else
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"#else\n"
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" mediump vec4 bg = texture(tex_bg, uv);\n"
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#endif
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"#endif\n"
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" mediump vec4 fg = vec4(texture(tex, uv).rgb, texture(tex_alpha, uv).a);\n"
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" if (fg.a == 0.0) { frag = bg; return; }\n"
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" mediump float contribution = (1.0 - bg.a) * fg.a;\n"
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@@ -357,9 +357,9 @@ void App::initShaders()
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"}\n";
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static const char* shader_stroke_f =
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SHADER_VERSION
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#ifdef __IOS__
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"#extension GL_EXT_shader_framebuffer_fetch : enable\n"
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#endif
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"#if defined(GL_EXT_shader_framebuffer_fetch)\n"
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" #extension GL_EXT_shader_framebuffer_fetch : enable\n"
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"#endif\n"
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"uniform mediump sampler2D tex;\n"
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"uniform mediump sampler2D tex_bg;\n"
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"uniform mediump sampler2D tex_stencil;\n"
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@@ -375,22 +375,22 @@ void App::initShaders()
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"in mediump vec2 uv;\n"
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"in mediump vec2 uv_2;\n"
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"in mediump float q;\n"
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#ifdef __IOS__
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"inout mediump vec4 frag;\n"
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#else
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"out mediump vec4 frag;\n"
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#endif
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"#if defined(GL_EXT_shader_framebuffer_fetch)\n"
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" inout mediump vec4 frag;\n"
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"#else\n"
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" out mediump vec4 frag;\n"
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"#endif\n"
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SHADER_FUNCTION_RAND
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"void main() {\n"
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" mediump vec2 uv2 = gl_FragCoord.st / resolution;\n"
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" mediump float stencil = 1.0 - (texture(tex_stencil, (uv2+stencil_offset) * 5.0).r) * stencil_alpha;\n"
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" mediump float brush_alpha = ( 1.0 - texture(tex, uv/q).r ) * alpha;\n"
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" mediump vec4 fg = vec4(col.rgb, brush_alpha * stencil);\n"
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#ifdef __IOS__
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"#if defined(GL_EXT_shader_framebuffer_fetch)\n"
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" mediump vec4 bg = frag;\n"
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#else
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"#else\n"
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" mediump vec4 bg = texture(tex_bg, uv2);\n"
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#endif
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"#endif\n"
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" fg.a *= 1.0-rand(uv2+uv)*noise;\n"
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" if (fg.a == 0.0) discard;\n"
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" if (mix_alpha > 0.0){\n"
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