2012-10-25 17:53:29 +02:00
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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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uniform float EW_sizeBorder;
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uniform float EW_sizePadding;
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uniform vec2 EW_size;
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uniform vec4 EW_posText;
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uniform int EW_state;
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// transmit from the vertex shader
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varying vec2 v_position; // intermolated position ...
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void main(void) {
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float specialBorder = EW_sizeBorder+EW_sizePadding;
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vec2 endStart = EW_size - vec2(EW_sizePadding) - vec2(EW_sizeBorder);
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vec2 endStop = EW_size - vec2(EW_sizePadding);
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if( v_position.x> EW_sizePadding
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&& v_position.y> EW_sizePadding
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&& v_position.x<= endStop.x
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&& v_position.y<= endStop.y
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) {
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if( v_position.x<= specialBorder
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|| v_position.y<= specialBorder
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|| v_position.x> endStart.x
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|| v_position.y> endStart.y
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) {
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gl_FragColor = vec4(0.0,0.0,0.0,1.0);
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} else {
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gl_FragColor = vec4(1.0,1.0,1.0,0.8);
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}
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} else {
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gl_FragColor = vec4(0.0);
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}
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2012-10-25 18:11:21 +02:00
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2012-10-25 17:53:29 +02:00
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}
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