separate shaders, RGBA16F doesn’t work with picking in iOS
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@@ -35,6 +35,20 @@ void App::initShaders()
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"}";
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// TEXTURE ALPHA
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static const char* shader_alpha_f =
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SHADER_VERSION
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"uniform sampler2D tex;\n"
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"uniform mediump float alpha;\n"
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"uniform bool highlight;\n"
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"in mediump vec3 uv;\n"
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"out mediump vec4 frag;\n"
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"void main(){\n"
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" mediump vec4 c = texture(tex, uv.xy);\n"
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" frag = highlight ? \n"
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" vec4(clamp(vec3(.3)+c.rgb, vec3(0), vec3(1)), c.a) : \n"
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" texture(tex, uv.xy) * vec4(1,1,1,alpha);\n"
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"}\n";
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// TEXTURE ALPHA SEPARATED
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static const char* shader_alpha_sep_f =
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SHADER_VERSION
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"uniform sampler2D tex;\n"
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"uniform sampler2D tex_alpha;\n"
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@@ -479,6 +493,8 @@ void App::initShaders()
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LOG("Failed to create shader Texture");
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if (!ShaderManager::create(kShader::TextureAlpha, shader_v, shader_alpha_f))
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LOG("Failed to create shader TextureAlpha");
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if (!ShaderManager::create(kShader::TextureAlphaSep, shader_v, shader_alpha_sep_f))
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LOG("Failed to create shader TextureAlphaSep");
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if (!ShaderManager::create(kShader::StrokePreview, shader_v, shader_stroke_preview_f))
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LOG("Failed to create shader StrokePreview");
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if (!ShaderManager::create(kShader::CompErase, shader_v, shader_comp_erase_f))
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