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funkin.backend.shaders.ShaderTemplates

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@:value("#pragma header\r\n\r\nvoid main(void)\r\n{\r\n\tgl_FragColor = flixel_texture2D(bitmap, openfl_TextureCoordv);\r\n}")staticfinalread onlydefaultFragmentSource:String = "#pragma header\r\n\r\nvoid main(void)\r\n{\r\n\tgl_FragColor = flixel_texture2D(bitmap, openfl_TextureCoordv);\r\n}"

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@:value("#pragma header\r\n\r\nattribute float alpha;\r\nattribute vec4 colorMultiplier;\r\nattribute vec4 colorOffset;\r\nuniform bool hasColorTransform;\r\n\r\nvoid main(void)\r\n{\r\n\t#pragma body\r\n\r\n\topenfl_Alphav = openfl_Alpha * alpha;\r\n\r\n\tif (hasColorTransform)\r\n\t{\r\n\t\topenfl_ColorOffsetv = colorOffset / 255.0;\r\n\t\topenfl_ColorMultiplierv = colorMultiplier;\r\n\t}\r\n}")staticfinalread onlydefaultVertexSource:String = "#pragma header\r\n\r\nattribute float alpha;\r\nattribute vec4 colorMultiplier;\r\nattribute vec4 colorOffset;\r\nuniform bool hasColorTransform;\r\n\r\nvoid main(void)\r\n{\r\n\t#pragma body\r\n\r\n\topenfl_Alphav = openfl_Alpha * alpha;\r\n\r\n\tif (hasColorTransform)\r\n\t{\r\n\t\topenfl_ColorOffsetv = colorOffset / 255.0;\r\n\t\topenfl_ColorMultiplierv = colorMultiplier;\r\n\t}\r\n}"

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@:value("vec4 color = texture2D (bitmap, openfl_TextureCoordv);\r\n\r\nif (color.a == 0.0) {\r\n\r\n\tgl_FragColor = vec4 (0.0, 0.0, 0.0, 0.0);\r\n\r\n} else if (openfl_HasColorTransform) {\r\n\r\n\tcolor = vec4 (color.rgb / color.a, color.a);\r\n\r\n\tmat4 colorMultiplier = mat4 (0);\r\n\tcolorMultiplier[0][0] = openfl_ColorMultiplierv.x;\r\n\tcolorMultiplier[1][1] = openfl_ColorMultiplierv.y;\r\n\tcolorMultiplier[2][2] = openfl_ColorMultiplierv.z;\r\n\tcolorMultiplier[3][3] = 1.0; // openfl_ColorMultiplierv.w;\r\n\r\n\tcolor = clamp (openfl_ColorOffsetv + (color * colorMultiplier), 0.0, 1.0);\r\n\r\n\tif (color.a > 0.0) {\r\n\r\n\t\tgl_FragColor = vec4 (color.rgb * color.a * openfl_Alphav, color.a * openfl_Alphav);\r\n\r\n\t} else {\r\n\r\n\t\tgl_FragColor = vec4 (0.0, 0.0, 0.0, 0.0);\r\n\r\n\t}\r\n\r\n} else {\r\n\r\n\tgl_FragColor = color * openfl_Alphav;\r\n\r\n}")staticfinalread onlyfragBody:String = "vec4 color = texture2D (bitmap, openfl_TextureCoordv);\r\n\r\nif (color.a == 0.0) {\r\n\r\n\tgl_FragColor = vec4 (0.0, 0.0, 0.0, 0.0);\r\n\r\n} else if (openfl_HasColorTransform) {\r\n\r\n\tcolor = vec4 (color.rgb / color.a, color.a);\r\n\r\n\tmat4 colorMultiplier = mat4 (0);\r\n\tcolorMultiplier[0][0] = openfl_ColorMultiplierv.x;\r\n\tcolorMultiplier[1][1] = openfl_ColorMultiplierv.y;\r\n\tcolorMultiplier[2][2] = openfl_ColorMultiplierv.z;\r\n\tcolorMultiplier[3][3] = 1.0; // openfl_ColorMultiplierv.w;\r\n\r\n\tcolor = clamp (openfl_ColorOffsetv + (color * colorMultiplier), 0.0, 1.0);\r\n\r\n\tif (color.a > 0.0) {\r\n\r\n\t\tgl_FragColor = vec4 (color.rgb * color.a * openfl_Alphav, color.a * openfl_Alphav);\r\n\r\n\t} else {\r\n\r\n\t\tgl_FragColor = vec4 (0.0, 0.0, 0.0, 0.0);\r\n\r\n\t}\r\n\r\n} else {\r\n\r\n\tgl_FragColor = color * openfl_Alphav;\r\n\r\n}"

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@:value("varying float openfl_Alphav;\r\nvarying vec4 openfl_ColorMultiplierv;\r\nvarying vec4 openfl_ColorOffsetv;\r\nvarying vec2 openfl_TextureCoordv;\r\n\r\nuniform bool openfl_HasColorTransform;\r\nuniform vec2 openfl_TextureSize;\r\nuniform sampler2D bitmap;\r\n\r\nuniform bool hasTransform;\r\nuniform bool hasColorTransform;\r\n\r\nvec4 flixel_texture2D(sampler2D bitmap, vec2 coord)\r\n{\r\n\tvec4 color = texture2D(bitmap, coord);\r\n\tif (!hasTransform)\r\n\t{\r\n\t\treturn color;\r\n\t}\r\n\r\n\tif (color.a == 0.0)\r\n\t{\r\n\t\treturn vec4(0.0, 0.0, 0.0, 0.0);\r\n\t}\r\n\r\n\tif (!hasColorTransform)\r\n\t{\r\n\t\treturn color * openfl_Alphav;\r\n\t}\r\n\r\n\tcolor = vec4(color.rgb / color.a, color.a);\r\n\r\n\tmat4 colorMultiplier = mat4(0);\r\n\tcolorMultiplier[0][0] = openfl_ColorMultiplierv.x;\r\n\tcolorMultiplier[1][1] = openfl_ColorMultiplierv.y;\r\n\tcolorMultiplier[2][2] = openfl_ColorMultiplierv.z;\r\n\tcolorMultiplier[3][3] = openfl_ColorMultiplierv.w;\r\n\r\n\tcolor = clamp(openfl_ColorOffsetv + (color * colorMultiplier), 0.0, 1.0);\r\n\r\n\tif (color.a > 0.0)\r\n\t{\r\n\t\treturn vec4(color.rgb * color.a * openfl_Alphav, color.a * openfl_Alphav);\r\n\t}\r\n\treturn vec4(0.0, 0.0, 0.0, 0.0);\r\n}\r\n\r\nuniform vec4 _camSize;\r\n\r\nfloat map(float value, float min1, float max1, float min2, float max2) {\r\n\treturn min2 + (value - min1) * (max2 - min2) / (max1 - min1);\r\n}\r\n\r\nvec2 getCamPos(vec2 pos) {\r\n\tvec4 size = _camSize / vec4(openfl_TextureSize, openfl_TextureSize);\r\n\treturn vec2(map(pos.x, size.x, size.x + size.z, 0.0, 1.0), map(pos.y, size.y, size.y + size.w, 0.0, 1.0));\r\n}\r\nvec2 camToOg(vec2 pos) {\r\n\tvec4 size = _camSize / vec4(openfl_TextureSize, openfl_TextureSize);\r\n\treturn vec2(map(pos.x, 0.0, 1.0, size.x, size.x + size.z), map(pos.y, 0.0, 1.0, size.y, size.y + size.w));\r\n}\r\nvec4 textureCam(sampler2D bitmap, vec2 pos) {\r\n\treturn flixel_texture2D(bitmap, camToOg(pos));\r\n}")staticfinalread onlyfragHeader:String = "varying float openfl_Alphav;\r\nvarying vec4 openfl_ColorMultiplierv;\r\nvarying vec4 openfl_ColorOffsetv;\r\nvarying vec2 openfl_TextureCoordv;\r\n\r\nuniform bool openfl_HasColorTransform;\r\nuniform vec2 openfl_TextureSize;\r\nuniform sampler2D bitmap;\r\n\r\nuniform bool hasTransform;\r\nuniform bool hasColorTransform;\r\n\r\nvec4 flixel_texture2D(sampler2D bitmap, vec2 coord)\r\n{\r\n\tvec4 color = texture2D(bitmap, coord);\r\n\tif (!hasTransform)\r\n\t{\r\n\t\treturn color;\r\n\t}\r\n\r\n\tif (color.a == 0.0)\r\n\t{\r\n\t\treturn vec4(0.0, 0.0, 0.0, 0.0);\r\n\t}\r\n\r\n\tif (!hasColorTransform)\r\n\t{\r\n\t\treturn color * openfl_Alphav;\r\n\t}\r\n\r\n\tcolor = vec4(color.rgb / color.a, color.a);\r\n\r\n\tmat4 colorMultiplier = mat4(0);\r\n\tcolorMultiplier[0][0] = openfl_ColorMultiplierv.x;\r\n\tcolorMultiplier[1][1] = openfl_ColorMultiplierv.y;\r\n\tcolorMultiplier[2][2] = openfl_ColorMultiplierv.z;\r\n\tcolorMultiplier[3][3] = openfl_ColorMultiplierv.w;\r\n\r\n\tcolor = clamp(openfl_ColorOffsetv + (color * colorMultiplier), 0.0, 1.0);\r\n\r\n\tif (color.a > 0.0)\r\n\t{\r\n\t\treturn vec4(color.rgb * color.a * openfl_Alphav, color.a * openfl_Alphav);\r\n\t}\r\n\treturn vec4(0.0, 0.0, 0.0, 0.0);\r\n}\r\n\r\nuniform vec4 _camSize;\r\n\r\nfloat map(float value, float min1, float max1, float min2, float max2) {\r\n\treturn min2 + (value - min1) * (max2 - min2) / (max1 - min1);\r\n}\r\n\r\nvec2 getCamPos(vec2 pos) {\r\n\tvec4 size = _camSize / vec4(openfl_TextureSize, openfl_TextureSize);\r\n\treturn vec2(map(pos.x, size.x, size.x + size.z, 0.0, 1.0), map(pos.y, size.y, size.y + size.w, 0.0, 1.0));\r\n}\r\nvec2 camToOg(vec2 pos) {\r\n\tvec4 size = _camSize / vec4(openfl_TextureSize, openfl_TextureSize);\r\n\treturn vec2(map(pos.x, 0.0, 1.0, size.x, size.x + size.z), map(pos.y, 0.0, 1.0, size.y, size.y + size.w));\r\n}\r\nvec4 textureCam(sampler2D bitmap, vec2 pos) {\r\n\treturn flixel_texture2D(bitmap, camToOg(pos));\r\n}"

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@:value("openfl_Alphav = openfl_Alpha;\r\nopenfl_TextureCoordv = openfl_TextureCoord;\r\n\r\nif (openfl_HasColorTransform) {\r\n\r\n\topenfl_ColorMultiplierv = openfl_ColorMultiplier;\r\n\topenfl_ColorOffsetv = openfl_ColorOffset / 255.0;\r\n\r\n}\r\n\r\ngl_Position = openfl_Matrix * openfl_Position;")staticfinalread onlyvertBody:String = "openfl_Alphav = openfl_Alpha;\r\nopenfl_TextureCoordv = openfl_TextureCoord;\r\n\r\nif (openfl_HasColorTransform) {\r\n\r\n\topenfl_ColorMultiplierv = openfl_ColorMultiplier;\r\n\topenfl_ColorOffsetv = openfl_ColorOffset / 255.0;\r\n\r\n}\r\n\r\ngl_Position = openfl_Matrix * openfl_Position;"

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@:value("attribute float openfl_Alpha;\r\nattribute vec4 openfl_ColorMultiplier;\r\nattribute vec4 openfl_ColorOffset;\r\nattribute vec4 openfl_Position;\r\nattribute vec2 openfl_TextureCoord;\r\n\r\nvarying float openfl_Alphav;\r\nvarying vec4 openfl_ColorMultiplierv;\r\nvarying vec4 openfl_ColorOffsetv;\r\nvarying vec2 openfl_TextureCoordv;\r\n\r\nuniform mat4 openfl_Matrix;\r\nuniform bool openfl_HasColorTransform;\r\nuniform vec2 openfl_TextureSize;")staticfinalread onlyvertHeader:String = "attribute float openfl_Alpha;\r\nattribute vec4 openfl_ColorMultiplier;\r\nattribute vec4 openfl_ColorOffset;\r\nattribute vec4 openfl_Position;\r\nattribute vec2 openfl_TextureCoord;\r\n\r\nvarying float openfl_Alphav;\r\nvarying vec4 openfl_ColorMultiplierv;\r\nvarying vec4 openfl_ColorOffsetv;\r\nvarying vec2 openfl_TextureCoordv;\r\n\r\nuniform mat4 openfl_Matrix;\r\nuniform bool openfl_HasColorTransform;\r\nuniform vec2 openfl_TextureSize;"