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@ -36,10 +36,10 @@ static const std::string glslMainVertexShader = "\n\
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}\n";
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static const std::string glslMainWithTexCoordsVertexShader = "\n\
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attribute vec2 textureCoord;\n\
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uniform mat2 textureTransformMatrix;\n\
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varying vec2 textureCoords;\n\
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vec4 calculatePosition();\n\
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attribute highp vec2 textureCoord;\n\
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uniform highp mat2 textureTransformMatrix;\n\
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varying highp vec2 textureCoords;\n\
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highp vec4 calculatePosition();\n\
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void main()\n\
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{\n\
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gl_Position = calculatePosition();\n\
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@ -47,9 +47,9 @@ static const std::string glslMainWithTexCoordsVertexShader = "\n\
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}\n";
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static std::string glslPositionOnlyVertexShader = "\n\
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attribute vec2 vertexCoord;\n\
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uniform mat3 projectionMatrix;\n\
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vec4 calculatePosition() {\n\
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attribute highp vec2 vertexCoord;\n\
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uniform highp mat3 projectionMatrix;\n\
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highp vec4 calculatePosition() {\n\
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return vec4(projectionMatrix * vec3(vertexCoord.xy, 1), 1);\n\
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}\n";
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@ -65,12 +65,12 @@ static const std::string glslTextureSrcFragmentShader = "\n\
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varying mediump vec2 textureCoords;\n\
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uniform lowp vec4 color;\n\
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uniform sampler2D texture;\n\
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vec4 calculatePixel() {\n\
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lowp vec4 calculatePixel() {\n\
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return texture2D(texture, textureCoords) * color;\n\
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}\n";
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static const std::string glslSolidColorFragmentShader = "\n\
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uniform lowp vec4 color;\n\
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vec4 calculatePixel() {\n\
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lowp vec4 calculatePixel() {\n\
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return color;\n\
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}\n";
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