2012-11-13 22:55:02 +01:00
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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// Input :
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2014-01-14 21:50:21 +01:00
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attribute vec3 EW_coord3d;
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2012-11-13 22:55:02 +01:00
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attribute vec2 EW_texture2d;
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attribute vec4 EW_color;
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uniform mat4 EW_MatrixTransformation;
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// output :
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varying vec4 f_color;
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varying vec2 f_texcoord;
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/*
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void main(void) {
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gl_Position = EW_MatrixTransformation * vec4(EW_coord2d, 0.0, 1.0);
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//gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * vec4(EW_coord2d, 0.0, 1.0);
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// set texture output coord
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f_texcoord = EW_texture2d;
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// set output color :
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f_color = EW_color;
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}
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*/
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varying vec4 f_patern;
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void main(void) {
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2014-01-14 21:50:21 +01:00
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gl_Position = EW_MatrixTransformation * vec4(EW_coord3d, 1.0);
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2012-11-13 22:55:02 +01:00
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//gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * vec4(EW_coord2d, 0.0, 1.0);
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// set output color :
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f_color = EW_color;
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if (EW_texture2d.x<1.0) {
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// normal font :
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f_patern = vec4 (0.0, 0.0, 0.0, 1.0);
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} else if (EW_texture2d.x<2.0) {
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// Italic font :
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f_patern = vec4 (1.0, 0.0, 0.0, 0.0);
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} else if (EW_texture2d.x<3.0) {
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// Bold font :
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f_patern = vec4 (0.0, 1.0, 0.0, 0.0);
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} else {
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// bold italic font :
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f_patern = vec4 (0.0, 0.0, 1.0, 0.0);
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}
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// set texture output coord
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f_texcoord = mod(EW_texture2d, 1.0);
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}
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