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#version 120
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varying vec2 v_texCoord; //v2f.texcoord
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uniform sampler2D s_texture0; //_MainTex
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uniform vec4 u_baseColor; //v2f.color
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uniform vec4 u_multiplyColor;
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uniform vec4 u_screenColor;
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void main()
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{
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vec4 texColor = texture2D(s_texture0 , v_texCoord);
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texColor.rgb = texColor.rgb * u_multiplyColor.rgb;
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texColor.rgb = texColor.rgb + u_screenColor.rgb - (texColor.rgb * u_screenColor.rgb);
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vec4 color = texColor * u_baseColor;
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gl_FragColor = vec4(color.rgb * color.a, color.a);
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}
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#version 120
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varying vec2 v_texCoord;
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varying vec4 v_clipPos;
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uniform sampler2D s_texture0;
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uniform sampler2D s_texture1;
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uniform vec4 u_channelFlag;
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uniform vec4 u_baseColor;
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uniform vec4 u_multiplyColor;
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uniform vec4 u_screenColor;
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void main()
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{
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vec4 texColor = texture2D(s_texture0 , v_texCoord);
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texColor.rgb = texColor.rgb * u_multiplyColor.rgb;
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texColor.rgb = texColor.rgb + u_screenColor.rgb - (texColor.rgb * u_screenColor.rgb);
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vec4 col_formask = texColor * u_baseColor;
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col_formask.rgb = col_formask.rgb * col_formask.a ;
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vec4 clipMask = (1.0 - texture2D(s_texture1, v_clipPos.xy / v_clipPos.w)) * u_channelFlag;
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float maskVal = clipMask.r + clipMask.g + clipMask.b + clipMask.a;
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col_formask = col_formask * maskVal;
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gl_FragColor = col_formask;
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}
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@@ -0,0 +1,23 @@
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#version 120
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varying vec2 v_texCoord;
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varying vec4 v_clipPos;
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uniform sampler2D s_texture0;
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uniform sampler2D s_texture1;
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uniform vec4 u_channelFlag;
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uniform vec4 u_baseColor;
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uniform vec4 u_multiplyColor;
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uniform vec4 u_screenColor;
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void main()
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{
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vec4 texColor = texture2D(s_texture0 , v_texCoord);
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texColor.rgb = texColor.rgb * u_multiplyColor.rgb;
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texColor.rgb = texColor.rgb + u_screenColor.rgb - (texColor.rgb * u_screenColor.rgb);
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vec4 col_formask = texColor * u_baseColor;
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col_formask.rgb = col_formask.rgb * col_formask.a ;
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vec4 clipMask = (1.0 - texture2D(s_texture1, v_clipPos.xy / v_clipPos.w)) * u_channelFlag;
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float maskVal = clipMask.r + clipMask.g + clipMask.b + clipMask.a;
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col_formask = col_formask * (1.0 - maskVal);
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gl_FragColor = col_formask;
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}
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@@ -0,0 +1,22 @@
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#version 120
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varying vec2 v_texCoord;
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varying vec4 v_clipPos;
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uniform sampler2D s_texture0;
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uniform sampler2D s_texture1;
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uniform vec4 u_channelFlag;
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uniform vec4 u_baseColor;
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uniform vec4 u_multiplyColor;
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uniform vec4 u_screenColor;
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void main()
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{
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vec4 texColor = texture2D(s_texture0 , v_texCoord);
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texColor.rgb = texColor.rgb * u_multiplyColor.rgb;
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texColor.rgb = (texColor.rgb + u_screenColor.rgb * texColor.a) - (texColor.rgb * u_screenColor.rgb);
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vec4 col_formask = texColor * u_baseColor;
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vec4 clipMask = (1.0 - texture2D(s_texture1, v_clipPos.xy / v_clipPos.w)) * u_channelFlag;
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float maskVal = clipMask.r + clipMask.g + clipMask.b + clipMask.a;
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col_formask = col_formask * (1.0 - maskVal);
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gl_FragColor = col_formask;
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}
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@@ -0,0 +1,22 @@
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#version 120
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varying vec2 v_texCoord;
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varying vec4 v_clipPos;
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uniform sampler2D s_texture0;
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uniform sampler2D s_texture1;
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uniform vec4 u_channelFlag;
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uniform vec4 u_baseColor;
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uniform vec4 u_multiplyColor;
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uniform vec4 u_screenColor;
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void main()
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{
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vec4 texColor = texture2D(s_texture0 , v_texCoord);
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texColor.rgb = texColor.rgb * u_multiplyColor.rgb;
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texColor.rgb = (texColor.rgb + u_screenColor.rgb * texColor.a) - (texColor.rgb * u_screenColor.rgb);
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vec4 col_formask = texColor * u_baseColor;
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vec4 clipMask = (1.0 - texture2D(s_texture1, v_clipPos.xy / v_clipPos.w)) * u_channelFlag;
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float maskVal = clipMask.r + clipMask.g + clipMask.b + clipMask.a;
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col_formask = col_formask * maskVal;
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gl_FragColor = col_formask;
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}
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@@ -0,0 +1,15 @@
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#version 120
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varying vec2 v_texCoord; //v2f.texcoord
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uniform sampler2D s_texture0; //_MainTex
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uniform vec4 u_baseColor; //v2f.color
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uniform vec4 u_multiplyColor;
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uniform vec4 u_screenColor;
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void main()
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{
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vec4 texColor = texture2D(s_texture0 , v_texCoord);
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texColor.rgb = texColor.rgb * u_multiplyColor.rgb;
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texColor.rgb = (texColor.rgb + u_screenColor.rgb * texColor.a) - (texColor.rgb * u_screenColor.rgb);
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gl_FragColor = texColor * u_baseColor;
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}
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#version 120
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varying vec2 v_texCoord;
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varying vec4 v_myPos;
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uniform sampler2D s_texture0;
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uniform vec4 u_channelFlag;
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uniform vec4 u_baseColor;
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void main()
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{
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float isInside =
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step(u_baseColor.x, v_myPos.x/v_myPos.w)
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* step(u_baseColor.y, v_myPos.y/v_myPos.w)
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* step(v_myPos.x/v_myPos.w, u_baseColor.z)
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* step(v_myPos.y/v_myPos.w, u_baseColor.w);
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gl_FragColor = u_channelFlag * texture2D(s_texture0, v_texCoord).a * isInside;
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}
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@@ -0,0 +1,13 @@
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#version 120
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attribute vec4 a_position; //v.vertex
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attribute vec2 a_texCoord; //v.texcoord
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varying vec2 v_texCoord; //v2f.texcoord
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uniform mat4 u_matrix;
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void main()
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{
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gl_Position = u_matrix * a_position;
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v_texCoord = a_texCoord;
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v_texCoord.y = 1.0 - v_texCoord.y;
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}
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@@ -0,0 +1,16 @@
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#version 120
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attribute vec4 a_position;
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attribute vec2 a_texCoord;
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varying vec2 v_texCoord;
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varying vec4 v_clipPos;
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uniform mat4 u_matrix;
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uniform mat4 u_clipMatrix;
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void main()
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{
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gl_Position = u_matrix * a_position;
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v_clipPos = u_clipMatrix * a_position;
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v_texCoord = a_texCoord;
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v_texCoord.y = 1.0 - v_texCoord.y;
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}
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@@ -0,0 +1,15 @@
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#version 120
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attribute vec4 a_position;
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attribute vec2 a_texCoord;
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varying vec2 v_texCoord;
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varying vec4 v_myPos;
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uniform mat4 u_clipMatrix;
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void main()
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{
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gl_Position = u_clipMatrix * a_position;
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v_myPos = u_clipMatrix * a_position;
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v_texCoord = a_texCoord;
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v_texCoord.y = 1.0 - v_texCoord.y;
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}
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