move shaders into .glsl files and add #include feature
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31
data/shaders/stroke-instanced.glsl
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31
data/shaders/stroke-instanced.glsl
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[[vertex]]
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in vec4 pos;
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in vec2 uvs;
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in mat4 a_mvp;
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in float a_flow;
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out vec3 uv;
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out float alpha;
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void main()
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{
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uv = vec3(uvs, pos.w);
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alpha = a_flow;
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gl_Position = a_mvp * vec4(pos.xyz, 1.0);
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}
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[[fragment]]
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uniform mediump sampler2D tex;
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uniform mediump sampler2D tex_pattern;
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uniform mediump vec4 col;
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uniform mediump vec2 resolution;
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uniform mediump vec2 pattern_offset;
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uniform mediump float pattern_alpha;
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in mediump float alpha;
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in mediump vec3 uv;
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out mediump vec4 frag;
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void main()
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{
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mediump vec2 uv2 = gl_FragCoord.st / resolution;
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mediump float pattern = 1.0 - (texture(tex_pattern, (uv2+pattern_offset)).r * 0.9) * pattern_alpha;
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mediump float a = (1.0 - texture(tex, uv.xy).r) * alpha * pattern;
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frag = vec4(col.rgb, a);
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}
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