mirror of https://github.com/buggins/dlangui.git
fix shaders syntax for opengl - fix problem with OpenGL on mac
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8d0d67a5ba
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2f7bd7e108
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@ -195,9 +195,9 @@ immutable string MEDIUMP = "";
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class SolidFillProgram : GLProgram {
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@property override string vertexSource() {
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return
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"attribute " ~ HIGHP ~ " vec4 vertex;\n"
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"attribute " ~ LOWP ~ " vec4 colAttr;\n"
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"varying " ~ LOWP ~ " vec4 col;\n"
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"in " ~ HIGHP ~ " vec4 vertex;\n"
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"in " ~ LOWP ~ " vec4 colAttr;\n"
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"out " ~ LOWP ~ " vec4 col;\n"
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"uniform " ~ MEDIUMP ~ " mat4 matrix;\n"
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"void main(void)\n"
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"{\n"
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@ -208,7 +208,7 @@ class SolidFillProgram : GLProgram {
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}
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@property override string fragmentSource() {
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return
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"varying " ~ LOWP ~ " vec4 col;\n"
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"in " ~ LOWP ~ " vec4 col;\n"
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"void main(void)\n"
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"{\n"
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" gl_FragColor = col;\n"
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@ -319,11 +319,11 @@ class SolidFillProgram : GLProgram {
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class TextureProgram : SolidFillProgram {
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@property override string vertexSource() {
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return
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"attribute " ~ HIGHP ~ " vec4 vertex;\n"
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"attribute " ~ LOWP ~ " vec4 colAttr;\n"
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"attribute " ~ MEDIUMP ~ " vec4 texCoord;\n"
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"varying " ~ LOWP ~ " vec4 col;\n"
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"varying " ~ MEDIUMP ~ " vec4 texc;\n"
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"in " ~ HIGHP ~ " vec4 vertex;\n"
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"in " ~ LOWP ~ " vec4 colAttr;\n"
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"in " ~ MEDIUMP ~ " vec4 texCoord;\n"
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"out " ~ LOWP ~ " vec4 col;\n"
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"out " ~ MEDIUMP ~ " vec4 texc;\n"
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"uniform " ~ MEDIUMP ~ " mat4 matrix;\n"
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"void main(void)\n"
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"{\n"
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@ -336,8 +336,8 @@ class TextureProgram : SolidFillProgram {
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@property override string fragmentSource() {
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return
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"uniform sampler2D texture;\n"
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"varying " ~ LOWP ~ " vec4 col;\n"
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"varying " ~ MEDIUMP ~ " vec4 texc;\n"
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"in " ~ LOWP ~ " vec4 col;\n"
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"in " ~ MEDIUMP ~ " vec4 texc;\n"
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"void main(void)\n"
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"{\n"
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" gl_FragColor = texture2D(texture, texc.st) * col;\n"
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@ -429,11 +429,11 @@ class TextureProgram : SolidFillProgram {
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class FontProgram : SolidFillProgram {
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@property override string vertexSource() {
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return
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"attribute " ~ HIGHP ~ " vec4 vertex;\n"
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"attribute " ~ LOWP ~ " vec4 colAttr;\n"
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"attribute " ~ MEDIUMP ~ " vec4 texCoord;\n"
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"varying " ~ LOWP ~ " vec4 col;\n"
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"varying " ~ MEDIUMP ~ " vec4 texc;\n"
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"in " ~ HIGHP ~ " vec4 vertex;\n"
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"in " ~ LOWP ~ " vec4 colAttr;\n"
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"in " ~ MEDIUMP ~ " vec4 texCoord;\n"
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"out " ~ LOWP ~ " vec4 col;\n"
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"out " ~ MEDIUMP ~ " vec4 texc;\n"
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"uniform " ~ MEDIUMP ~ " mat4 matrix;\n"
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"void main(void)\n"
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"{\n"
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@ -446,8 +446,8 @@ class FontProgram : SolidFillProgram {
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@property override string fragmentSource() {
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return
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"uniform sampler2D texture;\n"
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"varying " ~ LOWP ~ " vec4 col;\n"
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"varying " ~ MEDIUMP ~ " vec4 texc;\n"
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"in " ~ LOWP ~ " vec4 col;\n"
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"in " ~ MEDIUMP ~ " vec4 texc;\n"
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"void main(void)\n"
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"{\n"
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" gl_FragColor = texture2D(texture, texc.st) * col;\n"
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