Switched back to GLSL 1.20 because my laptop is a brick
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@ -44,7 +44,7 @@ public class CombinedShader extends Shader {
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}
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}
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private static String combine(String[] resources) {
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private static String combine(String[] resources) {
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StringBuilder accumulator = new StringBuilder("#version 140\n");
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StringBuilder accumulator = new StringBuilder("#version 120\n");
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for (String resourceName : resources) {
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for (String resourceName : resources) {
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Resource resource = getShaderResource(resourceName);
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Resource resource = getShaderResource(resourceName);
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@ -1,9 +1,20 @@
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#version 140
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#version 120
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uniform int maskCount;
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uniform int maskCount;
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uniform vec2 masks[3 * 2 * 16];
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uniform vec2 masks[3 * 2 * 16];
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mat2 inverse(mat2 matrix) {
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mat2 result = mat2(
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+matrix[1][1], -matrix[1][0],
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-matrix[0][1], +matrix[0][0]
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);
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float det = matrix[0][0] * matrix[1][1] - matrix[1][0] * matrix[0][1];
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return result / det;
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}
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bool isInMaskPrimitive(int primitive) {
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bool isInMaskPrimitive(int primitive) {
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vec2 origin = masks[3 * primitive + 0];
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vec2 origin = masks[3 * primitive + 0];
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vec2 width = masks[3 * primitive + 1];
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vec2 width = masks[3 * primitive + 1];
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@ -1,5 +1,5 @@
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#version 140
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#version 120
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void flatTransferToFragment() {
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void flatTransferToFragment() {
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shapeTransferToFragment();
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shapeTransferToFragment();
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}
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}
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@ -1,8 +1,8 @@
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#version 140
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#version 120
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void main(void) {
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void main(void) {
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applyTexture();
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applyTexture();
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applyColorMultiplier();
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applyColorMultiplier();
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applyAlpha();
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applyAlpha();
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applyMask();
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applyMask();
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}
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}
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@ -1,6 +1,6 @@
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#version 140
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#version 120
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void main(void) {
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void main(void) {
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gl_Position = applyFinalTransform(vec4(inputPositions, 1.0));
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gl_Position = applyFinalTransform(vec4(inputPositions, 1.0));
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flatTransferToFragment();
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flatTransferToFragment();
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}
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}
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@ -1,4 +1,4 @@
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#version 140
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#version 120
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varying vec3 varyingColorMultiplier;
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varying vec3 varyingColorMultiplier;
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varying vec2 varyingTextureCoords;
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varying vec2 varyingTextureCoords;
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@ -45,4 +45,4 @@ void applyAlpha() {
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if (gl_FragColor.w < 0.01) {
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if (gl_FragColor.w < 0.01) {
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discard;
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discard;
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}
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}
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}
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}
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@ -1,4 +1,4 @@
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#version 140
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#version 120
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attribute vec3 inputPositions;
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attribute vec3 inputPositions;
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@ -17,4 +17,4 @@ vec4 applyFinalTransform(vec4 vector) {
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void shapeTransferToFragment() {
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void shapeTransferToFragment() {
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varyingColorMultiplier = inputColorMultiplier;
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varyingColorMultiplier = inputColorMultiplier;
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varyingTextureCoords = inputTextureCoords;
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varyingTextureCoords = inputTextureCoords;
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}
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}
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@ -1,4 +1,4 @@
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#version 140
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#version 120
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varying vec3 varyingNormals;
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varying vec3 varyingNormals;
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@ -10,4 +10,4 @@ void applyShading() {
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float lightness = (angleCos + 1.5) / 2;
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float lightness = (angleCos + 1.5) / 2;
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linearMultiply(gl_FragColor, vec4(lightness, lightness, lightness, 1.0));
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linearMultiply(gl_FragColor, vec4(lightness, lightness, lightness, 1.0));
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}
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}
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@ -1,4 +1,4 @@
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#version 140
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#version 120
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attribute vec3 inputNormals;
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attribute vec3 inputNormals;
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varying vec3 varyingNormals;
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varying vec3 varyingNormals;
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@ -10,4 +10,4 @@ void worldTransferToFragment() {
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mat3 worldRotation = mat3(worldTransform);
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mat3 worldRotation = mat3(worldTransform);
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varyingNormals = normalize(worldRotation * inputNormals);
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varyingNormals = normalize(worldRotation * inputNormals);
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}
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}
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@ -1,8 +1,8 @@
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#version 140
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#version 120
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void main(void) {
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void main(void) {
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applyTexture();
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applyTexture();
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applyColorMultiplier();
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applyColorMultiplier();
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applyShading();
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applyShading();
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applyAlpha();
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applyAlpha();
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}
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}
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@ -1,6 +1,6 @@
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#version 140
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#version 120
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void main(void) {
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void main(void) {
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gl_Position = applyFinalTransform(vec4(inputPositions, 1.0));
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gl_Position = applyFinalTransform(vec4(inputPositions, 1.0));
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worldTransferToFragment();
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worldTransferToFragment();
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}
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}
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