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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013 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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#ifndef NEW_GLSL
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#define in varying
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#define fragmentColor gl_FragColor
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#endif
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#ifndef GL_ES
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#ifdef EXPLICIT_UNIFORM_LOCATION
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layout(location = 1) uniform lowp vec4 color;
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layout(location = 2) uniform lowp vec4 outlineColor;
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layout(location = 3) uniform lowp vec2 outlineRange = vec2(0.5, 0.0);
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layout(location = 4) uniform lowp float smoothness = 0.04;
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#else
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uniform lowp vec4 color;
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uniform lowp vec4 outlineColor;
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uniform lowp vec2 outlineRange = vec2(0.5, 0.0);
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uniform lowp float smoothness = 0.04;
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#endif
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#else
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uniform lowp vec4 color;
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uniform lowp vec4 outlineColor;
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uniform lowp vec2 outlineRange;
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uniform lowp float smoothness;
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#endif
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#ifdef EXPLICIT_TEXTURE_LAYER
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layout(binding = 16) uniform sampler2D vectorTexture;
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#else
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uniform lowp sampler2D vectorTexture;
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#endif
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in vec2 fragmentTextureCoordinates;
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#ifdef NEW_GLSL
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out vec4 fragmentColor;
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#endif
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void main() {
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lowp float intensity = texture(vectorTexture, fragmentTextureCoordinates).r;
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/* Fill color */
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fragmentColor = smoothstep(outlineRange.x-smoothness, outlineRange.x+smoothness, intensity)*color;
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/* Outline */
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if(outlineRange.x < outlineRange.y) {
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lowp float mid = (outlineRange.x + outlineRange.y)/2.0;
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lowp float half = (outlineRange.y - outlineRange.x)/2.0;
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fragmentColor += smoothstep(half+smoothness, half-smoothness, distance(mid, intensity))*outlineColor;
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}
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}
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