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@ -993,6 +993,7 @@ FloatShader::FloatShader(const std::string& type, const std::string& conversion)
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"out mediump " + type + " valueInterpolated;\n" |
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"void main() {\n" |
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" valueInterpolated = value;\n" |
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" gl_PointSize = 1.0;\n" |
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" gl_Position = vec4(0.0, 0.0, 0.0, 1.0);\n" |
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"}\n"); |
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frag.addSource( |
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@ -1044,6 +1045,7 @@ IntegerShader::IntegerShader(const std::string& type) {
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"flat out mediump " + type + " valueInterpolated;\n" |
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"void main() {\n" |
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" valueInterpolated = value;\n" |
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" gl_PointSize = 1.0;\n" |
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" gl_Position = vec4(0.0, 0.0, 0.0, 1.0);\n" |
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"}\n"); |
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frag.addSource("flat in mediump " + type + " valueInterpolated;\n" |
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@ -1078,6 +1080,7 @@ DoubleShader::DoubleShader(const std::string& type, const std::string& outputTyp
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"out " + outputType + " valueInterpolated;\n" |
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"void main() {\n" |
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" valueInterpolated = " + conversion + ";\n" |
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" gl_PointSize = 1.0;\n" |
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" gl_Position = vec4(0.0, 0.0, 0.0, 1.0);\n" |
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"}\n"); |
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frag.addSource("in " + outputType + " valueInterpolated;\n" |
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@ -2114,6 +2117,7 @@ MultipleShader::MultipleShader() {
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"out mediump vec4 valueInterpolated;\n" |
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"void main() {\n" |
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" valueInterpolated = position + vec4(normal, 0.0) + vec4(textureCoordinates, 0.0, 0.0);\n" |
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" gl_PointSize = 1.0;\n" |
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" gl_Position = vec4(0.0, 0.0, 0.0, 1.0);\n" |
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"}\n"); |
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frag.addSource( |
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@ -3746,6 +3750,7 @@ MultiDrawShader::MultiDrawShader(bool vertexId, bool drawId) {
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"out mediump float valueInterpolated;\n" |
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"void main() {\n" |
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" valueInterpolated = value[vertexOrDrawId];\n" |
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" gl_PointSize = 1.0;\n" |
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" gl_Position = vec4(position, 0.0, 1.0);\n" |
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"}\n"); |
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frag.addSource( |
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@ -4563,6 +4568,7 @@ MultiDrawInstancedShader::MultiDrawInstancedShader(bool vertexId, bool drawId
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#else |
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" valueInterpolated = value[vertexOrDrawIdOrInstanceOffset + int(instanceId)];\n" |
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#endif |
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" gl_PointSize = 1.0;\n" |
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" gl_Position = vec4(positionX, positionY, 0.0, 1.0);\n" |
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"}\n"); |
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frag.addSource( |
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