Sync of all the shaders from upstream + LoadFontData did not match anymore with C and crashed on MacOS
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21d83c60a9
commit
7cd46c491f
82 changed files with 767 additions and 753 deletions
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@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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// NOTE: Render size values must be passed from code
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const float renderWidth = 800.0;
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@ -23,8 +23,8 @@ vec4 PostFX(sampler2D tex, vec2 uv)
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{
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vec4 c = vec4(0.0);
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float size = stitchingSize;
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vec2 cPos = uv * vec2(renderWidth, renderHeight);
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vec2 tlPos = floor(cPos / vec2(size, size));
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vec2 cPos = uv*vec2(renderWidth, renderHeight);
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vec2 tlPos = floor(cPos/vec2(size, size));
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tlPos *= size;
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int remX = int(mod(cPos.x, size));
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@ -38,11 +38,11 @@ vec4 PostFX(sampler2D tex, vec2 uv)
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if ((remX == remY) || (((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y)))))
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{
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if (invert == 1) c = vec4(0.2, 0.15, 0.05, 1.0);
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else c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
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else c = texture2D(tex, tlPos*vec2(1.0/renderWidth, 1.0/renderHeight))*1.4;
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}
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else
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{
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if (invert == 1) c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
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if (invert == 1) c = texture2D(tex, tlPos*vec2(1.0/renderWidth, 1.0/renderHeight))*1.4;
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else c = vec4(0.0, 0.0, 0.0, 1.0);
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}
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