move shaders into .glsl files and add #include feature
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38
data/shaders/texture-blend.glsl
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38
data/shaders/texture-blend.glsl
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@@ -0,0 +1,38 @@
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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/ext-fb-fetch.glsl"
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#include "include/blend.glsl"
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uniform sampler2D tex;
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uniform sampler2D tex_alpha;
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uniform sampler2D tex_bg;
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uniform mediump float alpha;
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uniform int blend_mode;
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in mediump vec2 uv;
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#if defined(GL_EXT_shader_framebuffer_fetch)
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inout highp vec4 frag;
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#else
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out mediump vec4 frag;
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#endif
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void main() {
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#if defined(GL_EXT_shader_framebuffer_fetch)
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highp vec4 bg = frag;
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#elif defined(GL_ARM_shader_framebuffer_fetch)
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highp vec4 bg = gl_LastFragColorARM;
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#else
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mediump vec4 bg = texture(tex_bg, uv);
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#endif
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mediump vec4 fg = vec4(texture(tex, uv).rgb, texture(tex_alpha, uv).a);
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if (fg.a == 0.0) { frag = bg; return; }
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mediump vec4 blended = blend(bg, fg, blend_mode);
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frag = vec4(blended.rgb, blended.a * alpha);
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};
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