move shaders into .glsl files and add #include feature
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74
data/shaders/comp-draw.glsl
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74
data/shaders/comp-draw.glsl
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@@ -0,0 +1,74 @@
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[[vertex]]
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uniform mat4 mvp;
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in vec4 pos;
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in vec2 uvs;
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out vec2 uv;
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void main()
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{
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uv = uvs;
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gl_Position = mvp * vec4(pos.xyz, 1.0);
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};
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[[fragment]]
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#include "include/blur.glsl"
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#include "include/blend.glsl"
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#include "include/blend-stroke.glsl"
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#include "include/color.glsl"
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uniform sampler2D tex;
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uniform sampler2D tex_stroke;
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uniform sampler2D tex_mask;
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uniform mediump float alpha;
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uniform mediump float stroke_alpha;
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uniform mediump int blend_mode;
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uniform mediump vec2 resolution;
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uniform bool lock;
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uniform bool mask;
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uniform bool use_dual;
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uniform sampler2D tex_dual;
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uniform mediump float dual_alpha;
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uniform mediump int dual_blend_mode;
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uniform bool use_pattern;
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uniform sampler2D tex_pattern;
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uniform mediump vec2 pattern_scale;
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uniform mediump float pattern_bright;
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uniform mediump float pattern_contr;
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uniform mediump float pattern_depth;
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uniform mediump vec2 pattern_offset;
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uniform mediump bool pattern_invert;
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uniform mediump int patt_blend_mode;
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in mediump vec2 uv;
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out mediump vec4 frag;
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void main()
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{
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mediump vec4 base = texture(tex, uv);
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mediump vec4 stroke = texture(tex_stroke, uv);
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if (use_pattern)
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{
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mediump vec2 rscale = resolution / vec2(512.0);
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mediump float patt = texture(tex_pattern, uv * (0.5 / pattern_scale) * rscale + pattern_offset).r;
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if (pattern_invert)
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patt = 1.0 - patt;
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//" patt = patt * pattern_alpha + (1.0 - pattern_alpha);
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if (pattern_bright != 0.5)
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patt = brightness1(patt, 1.0 - pattern_bright);
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if (pattern_contr != 0.5)
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patt = contrast1(patt, pattern_contr);
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//" mediump float pa = (1.0 - patt) * pow(pattern_depth, 0.25) + (stroke.a * pattern_depth * 10.0);
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mediump float pa = pow((1.0 - patt), max(1.0, (1.0 - pattern_depth) * 10.0)) * pow(pattern_depth, 0.25) + (stroke.a * pattern_depth * 5.0);
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stroke.a = mix(pa * stroke.a, stroke.a, 0.0);
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}
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if (use_dual)
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{
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mediump vec4 dual = texture(tex_dual, uv);
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stroke.a = blend_stroke(stroke.a, dual.a * dual_alpha, dual_blend_mode);
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}
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stroke.a = mask ? stroke.a * stroke_alpha * blur(tex_mask, uv).r : stroke.a * stroke_alpha;
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if (!lock && base.a == 0.0) { frag = stroke * vec4(1.0, 1.0, 1.0, alpha); return; }
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mediump vec4 blended = blend(base, stroke, blend_mode);
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frag = vec4(blended.rgb, (lock ? base.a : blended.a) * alpha);
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};
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