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Updated shader examples
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@@ -10,11 +10,13 @@ precision mediump float;
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precision mediump int;
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#endif
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uniform sampler2D textureSampler;
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uniform mat4 texcoordMatrix;
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#define PROCESSING_TEXTURE_SHADER
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uniform sampler2D texture;
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uniform mat4 texMatrix;
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varying vec4 vertColor;
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varying vec4 vertTexcoord;
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varying vec4 vertTexCoord;
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uniform float aperture;
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@@ -31,8 +33,8 @@ void main(void) {
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// The st factor takes into account the situation when non-pot
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// textures are not supported, so that the maximum texture
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// coordinate to cover the entire image might not be 1.
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vec2 stFactor = vec2(1.0 / abs(texcoordMatrix[0][0]), 1.0 / abs(texcoordMatrix[1][1]));
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vec2 pos = (2.0 * vertTexcoord.st * stFactor - 1.0);
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vec2 stFactor = vec2(1.0 / abs(texMatrix[0][0]), 1.0 / abs(texMatrix[1][1]));
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vec2 pos = (2.0 * vertTexCoord.st * stFactor - 1.0);
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float l = length(pos);
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if (l > 1.0) {
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@@ -52,6 +54,6 @@ void main(void) {
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float u = r * cos(phi) + 0.5;
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float v = r * sin(phi) + 0.5;
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gl_FragColor = texture2D(textureSampler, vec2(u, v) / stFactor) * vertColor;
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gl_FragColor = texture2D(texture, vec2(u, v) / stFactor) * vertColor;
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}
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}
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