Improve shader version selection
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17 changed files with 179 additions and 69 deletions
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@ -1,5 +1,10 @@
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#version 100
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#endif
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uniform float u_ScreenHeight;
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@ -10,7 +15,7 @@ varying vec2 v_Scale;
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varying float v_BorderRadius;
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varying float v_BorderWidth;
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float _distance(in vec2 frag_coord, in vec2 position, in vec2 size, float radius)
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float _distance(vec2 frag_coord, vec2 position, vec2 size, float radius)
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{
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// TODO: Try SDF approach: https://www.shadertoy.com/view/wd3XRN
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vec2 inner_size = size - vec2(radius, radius) * 2.0;
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@ -1,5 +1,3 @@
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#version 100
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uniform mat4 u_Transform;
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uniform float u_Scale;
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@ -1,8 +0,0 @@
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#version 100
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precision mediump float;
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varying vec4 v_Color;
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void main() {
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gl_FragColor = v_Color;
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}
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@ -1,13 +0,0 @@
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#version 100
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uniform mat4 u_Transform;
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attribute vec2 i_Position;
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attribute vec4 i_Color;
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varying vec4 v_Color;
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void main() {
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v_Color = i_Color;
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gl_Position = u_Transform * vec4(i_Position, 0.0, 1.0);
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}
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