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Metal CElementGen shaders implemented
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@@ -29,7 +29,6 @@ static const char* VS_GLSL_TEX =
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" vtf.color = colorIn * moduColor;\n"
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" vtf.uv = uvsIn[gl_VertexID].xy;\n"
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" gl_Position = mvp * posIn[gl_VertexID];\n"
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" //gl_Position = vec4(posIn[gl_VertexID].x, posIn[gl_VertexID].z, 0.0, 1.0);\n"
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"}\n";
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static const char* FS_GLSL_TEX =
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@@ -111,7 +110,7 @@ static const char* FS_GLSL_INDTEX =
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"uniform sampler2D texs[3];\n"
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"void main()\n"
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"{\n"
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" vec2 tindTexel = texture(texs[2], vtf.uvTind).xy;\n"
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" vec2 tindTexel = texture(texs[2], vtf.uvTind).ba;\n"
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" vec4 sceneTexel = texture(texs[1], vtf.uvScene + tindTexel);\n"
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" vec4 texrTexel = texture(texs[0], vtf.uvTexr);\n"
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" colorOut = vtf.color * sceneTexel + texrTexel;\n"
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@@ -133,7 +132,7 @@ static const char* FS_GLSL_CINDTEX =
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"uniform sampler2D texs[3];\n"
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"void main()\n"
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"{\n"
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" vec2 tindTexel = texture(texs[2], vtf.uvTind).xy;\n"
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" vec2 tindTexel = texture(texs[2], vtf.uvTind).ba;\n"
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" vec4 sceneTexel = texture(texs[1], vtf.uvScene + tindTexel);\n"
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" colorOut = vtf.color * sceneTexel * texture(texs[0], vtf.uvTexr);\n"
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"}\n";
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