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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018
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Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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#include "DistanceField.h"
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#include <Corrade/Utility/Format.h>
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#include <Corrade/Utility/Resource.h>
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#include "Magnum/Math/Range.h"
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#include "Magnum/GL/AbstractShaderProgram.h"
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#include "Magnum/GL/Buffer.h"
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#include "Magnum/GL/Context.h"
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#include "Magnum/GL/Extensions.h"
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#include "Magnum/GL/Framebuffer.h"
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#include "Magnum/GL/Mesh.h"
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#include "Magnum/GL/Shader.h"
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#include "Magnum/GL/Texture.h"
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#include "Magnum/Shaders/Implementation/CreateCompatibilityShader.h"
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#ifdef MAGNUM_BUILD_STATIC
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static void importTextureToolResources() {
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CORRADE_RESOURCE_INITIALIZE(MagnumTextureTools_RCS)
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}
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#endif
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namespace Magnum { namespace TextureTools {
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namespace {
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class DistanceFieldShader: public GL::AbstractShaderProgram {
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public:
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typedef GL::Attribute<0, Vector2> Position;
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explicit DistanceFieldShader(UnsignedInt radius);
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DistanceFieldShader& setScaling(const Vector2& scaling) {
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setUniform(scalingUniform, scaling);
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return *this;
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}
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DistanceFieldShader& setImageSizeInverted(const Vector2& size) {
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setUniform(imageSizeInvertedUniform, size);
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return *this;
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}
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DistanceFieldShader& bindTexture(GL::Texture2D& texture) {
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texture.bind(TextureUnit);
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return *this;
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}
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private:
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/* ES2 on iOS (apparently independent on the device) has only 8 texture
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units, so be careful to not step over that. ES3 on the same has 16. */
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enum: Int { TextureUnit = 7 };
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Int scalingUniform{0},
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imageSizeInvertedUniform;
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};
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DistanceFieldShader::DistanceFieldShader(const UnsignedInt radius) {
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#ifdef MAGNUM_BUILD_STATIC
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/* Import resources on static build, if not already */
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if(!Utility::Resource::hasGroup("MagnumTextureTools"))
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importTextureToolResources();
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#endif
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Utility::Resource rs("MagnumTextureTools");
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#ifndef MAGNUM_TARGET_GLES
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const GL::Version v = GL::Context::current().supportedVersion({GL::Version::GL320, GL::Version::GL300, GL::Version::GL210});
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#else
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const GL::Version v = GL::Context::current().supportedVersion({GL::Version::GLES300, GL::Version::GLES200});
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#endif
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GL::Shader vert = Shaders::Implementation::createCompatibilityShader(rs, v, GL::Shader::Type::Vertex);
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GL::Shader frag = Shaders::Implementation::createCompatibilityShader(rs, v, GL::Shader::Type::Fragment);
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vert.addSource(rs.get("FullScreenTriangle.glsl"))
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.addSource(rs.get("DistanceFieldShader.vert"));
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frag.addSource(Utility::formatString("#define RADIUS {}\n", radius))
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.addSource(rs.get("DistanceFieldShader.frag"));
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CORRADE_INTERNAL_ASSERT_OUTPUT(GL::Shader::compile({vert, frag}));
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attachShaders({vert, frag});
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/* Older GLSL doesn't have gl_VertexID, vertices must be supplied explicitly */
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#ifndef MAGNUM_TARGET_GLES
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if(!GL::Context::current().isVersionSupported(GL::Version::GL300))
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#else
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if(!GL::Context::current().isVersionSupported(GL::Version::GLES300))
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#endif
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{
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bindAttributeLocation(Position::Location, "position");
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}
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CORRADE_INTERNAL_ASSERT_OUTPUT(link());
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#ifndef MAGNUM_TARGET_GLES
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if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::explicit_uniform_location>())
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#endif
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{
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scalingUniform = uniformLocation("scaling");
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#ifndef MAGNUM_TARGET_GLES
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if(!GL::Context::current().isVersionSupported(GL::Version::GL320))
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#else
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if(!GL::Context::current().isVersionSupported(GL::Version::GLES300))
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#endif
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{
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imageSizeInvertedUniform = uniformLocation("imageSizeInverted");
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}
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}
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#ifndef MAGNUM_TARGET_GLES
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if(!GL::Context::current().isExtensionSupported<GL::Extensions::ARB::shading_language_420pack>())
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#endif
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{
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setUniform(uniformLocation("textureData"), TextureUnit);
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}
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}
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}
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struct DistanceField::State {
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explicit State(UnsignedInt radius): shader{radius}, radius{radius} {}
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DistanceFieldShader shader;
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UnsignedInt radius;
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GL::Mesh mesh;
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};
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DistanceField::DistanceField(const UnsignedInt radius): _state{new State{radius}} {
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#ifndef MAGNUM_TARGET_GLES
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MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ARB::framebuffer_object);
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#endif
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_state->mesh.setPrimitive(GL::MeshPrimitive::Triangles)
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.setCount(3);
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/* Older GLSL doesn't have gl_VertexID, vertices must be supplied explicitly */
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#ifndef MAGNUM_TARGET_GLES
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if(!GL::Context::current().isVersionSupported(GL::Version::GL300))
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#else
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if(!GL::Context::current().isVersionSupported(GL::Version::GLES300))
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#endif
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{
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constexpr Vector2 triangle[] = {
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Vector2(-1.0, 1.0),
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Vector2(-1.0, -3.0),
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Vector2( 3.0, 1.0)
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};
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GL::Buffer buffer;
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buffer.setData(triangle, GL::BufferUsage::StaticDraw);
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_state->mesh.addVertexBuffer(std::move(buffer), 0, DistanceFieldShader::Position());
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}
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}
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DistanceField::~DistanceField() = default;
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UnsignedInt DistanceField::radius() const { return _state->radius; }
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void DistanceField::operator()(GL::Texture2D& input, GL::Texture2D& output, const Range2Di& rectangle, const Vector2i&
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#ifdef MAGNUM_TARGET_GLES
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imageSize
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#endif
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) {
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/** @todo Disable depth test, blending and then enable it back (if was previously) */
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#ifndef MAGNUM_TARGET_GLES
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Vector2i imageSize = input.imageSize(0);
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#endif
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/* Framebuffer is instantiated here so it gets correctly unbound at the end
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(and bound framebuffer reset back to the default) */
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GL::Framebuffer framebuffer{rectangle};
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framebuffer.attachTexture(GL::Framebuffer::ColorAttachment(0), output, 0)
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.clear(GL::FramebufferClear::Color)
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.bind();
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const GL::Framebuffer::Status status = framebuffer.checkStatus(GL::FramebufferTarget::Draw);
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if(status != GL::Framebuffer::Status::Complete) {
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Error() << "TextureTools::DistanceField: cannot render to given output texture, unexpected framebuffer status"
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<< status;
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return;
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}
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_state->shader.setScaling(Vector2(imageSize)/Vector2(rectangle.size()))
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.bindTexture(input);
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#ifndef MAGNUM_TARGET_GLES
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if(!GL::Context::current().isVersionSupported(GL::Version::GL320))
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#else
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if(!GL::Context::current().isVersionSupported(GL::Version::GLES300))
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#endif
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{
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_state->shader.setImageSizeInverted(1.0f/Vector2(imageSize));
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}
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/* Draw the mesh */
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_state->mesh.draw(_state->shader);
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}
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}}
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