GLES2: Content shader stuff (possibly unfinished)
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@@ -29,47 +29,47 @@
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light_mode unshaded;
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//shader_type canvas_item;
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uniform float outline_width = 2.0;
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uniform highp float outline_width = 2.0;
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// TODO: implement that hint_color thingy.
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//uniform vec4 outline_color: hint_color;
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uniform vec4 outline_color=vec4(1,0,0,0.33);
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uniform highp vec4 outline_color=vec4(1.0,0.0,0.0,0.33);
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void fragment() {
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vec4 col = texture(TEXTURE, UV);
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vec2 ps = TEXTURE_PIXEL_SIZE;
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float a;
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float maxa = col.a;
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float mina = col.a;
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highp vec4 col = texture2D(TEXTURE, UV);
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highp vec2 ps = TEXTURE_PIXEL_SIZE;
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highp float a;
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highp float maxa = col.a;
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highp float mina = col.a;
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a = texture(TEXTURE, UV + vec2(0, -outline_width)*ps).a;
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a = texture2D(TEXTURE, UV + vec2(0.0, -outline_width)*ps).a;
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maxa = max(a, maxa);
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mina = min(a, mina);
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a = texture(TEXTURE, UV + vec2(-outline_width, -outline_width)*ps).a;
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a = texture2D(TEXTURE, UV + vec2(-outline_width, -outline_width)*ps).a;
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maxa = max(a, maxa);
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mina = min(a, mina);
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a = texture(TEXTURE, UV + vec2(0, outline_width)*ps).a;
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a = texture2D(TEXTURE, UV + vec2(0.0, outline_width)*ps).a;
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maxa = max(a, maxa);
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mina = min(a, mina);
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a = texture(TEXTURE, UV + vec2(outline_width, -outline_width)*ps).a;
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a = texture2D(TEXTURE, UV + vec2(outline_width, -outline_width)*ps).a;
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maxa = max(a, maxa);
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mina = min(a, mina);
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a = texture(TEXTURE, UV + vec2(-outline_width,0)*ps).a;
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a = texture2D(TEXTURE, UV + vec2(-outline_width,0.0)*ps).a;
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maxa = max(a, maxa);
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mina = min(a, mina);
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a = texture(TEXTURE, UV + vec2(-outline_width, outline_width)*ps).a;
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a = texture2D(TEXTURE, UV + vec2(-outline_width, outline_width)*ps).a;
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maxa = max(a, maxa);
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mina = min(a, mina);
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a = texture(TEXTURE, UV + vec2(outline_width, 0)*ps).a;
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a = texture2D(TEXTURE, UV + vec2(outline_width, 0.0)*ps).a;
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maxa = max(a, maxa);
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mina = min(a, mina);
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a = texture(TEXTURE, UV + vec2(outline_width, outline_width)*ps).a;
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a = texture2D(TEXTURE, UV + vec2(outline_width, outline_width)*ps).a;
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maxa = max(a, maxa);
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mina = min(a, mina);
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