2017-09-08 09:24:16 -07:00
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//
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// nitroShaders.js
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//--------------------
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// Dynamically compiles all shader modes of the nitro renderer.
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// by RHY3756547
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//
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window.nitroShaders = new (function() {
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var t = this;
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this.defaultFrag = "precision highp float;\n\
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\n\
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varying vec2 vTextureCoord;\n\
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varying vec4 color;\n\
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\n\
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uniform sampler2D uSampler;\n\
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\n\
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2018-03-24 16:50:10 -07:00
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float indexValue() {\n\
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int x = int(mod(gl_FragCoord.x, 4.0));\n\
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int y = int(mod(gl_FragCoord.y, 4.0));\n\
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int i = (x + y * 4);\n\
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if (i == 0) return 0.0;\n\
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else if (i == 1) return 8.0;\n\
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else if (i == 2) return 2.0;\n\
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else if (i == 3) return 10.0;\n\
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else if (i == 4) return 12.0;\n\
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else if (i == 5) return 4.0;\n\
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else if (i == 6) return 14.0;\n\
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else if (i == 7) return 6.0;\n\
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else if (i == 8) return 3.0;\n\
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else if (i == 9) return 11.0;\n\
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else if (i == 10) return 1.0;\n\
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else if (i == 11) return 9.0;\n\
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else if (i == 12) return 15.0;\n\
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else if (i == 13) return 7.0;\n\
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else if (i == 14) return 13.0;\n\
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else if (i == 15) return 5.0;\n\
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}\n\
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\n\
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float dither(float color) {\n\
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float closestColor = (color < 0.5) ? 0.0 : 1.0;\n\
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float secondClosestColor = 1.0 - closestColor;\n\
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float d = indexValue();\n\
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float distance = abs(closestColor - color);\n\
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return (distance < d) ? closestColor : secondClosestColor;\n\
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}\n\
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\n\
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2017-09-08 09:24:16 -07:00
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void main(void) {\n\
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gl_FragColor = texture2D(uSampler, vTextureCoord)*color;\n\
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2018-03-24 16:50:10 -07:00
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if (gl_FragColor.a < 1.0 && (gl_FragColor.a == 0.0 || dither(gl_FragColor.a) == 0.0)) discard;\n\
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2017-09-08 09:24:16 -07:00
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}"
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this.defaultVert = "attribute vec3 aVertexPosition;\n\
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attribute vec2 aTextureCoord;\n\
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attribute vec4 aColor;\n\
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attribute float matrixID;\n\
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attribute vec3 aNormal;\n\
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\n\
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uniform mat4 uMVMatrix;\n\
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uniform mat4 uPMatrix;\n\
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uniform mat3 texMatrix;\n\
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uniform mat4 matStack[16];\n\
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\n\
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uniform vec4 colMult;\n\
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\n\
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varying vec2 vTextureCoord;\n\
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varying vec4 color;\n\
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\n\
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\n\
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void main(void) {\n\
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gl_Position = uPMatrix * uMVMatrix * matStack[int(matrixID)] * vec4(aVertexPosition, 1.0);\n\
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vTextureCoord = (texMatrix * vec3(aTextureCoord, 1.0)).xy;\n\
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vec3 adjNorm = normalize(vec3(uMVMatrix * matStack[int(matrixID)] * vec4(aNormal, 0.0)));\n\
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float diffuse = 0.7-dot(adjNorm, vec3(0.0, -1.0, 0.0))*0.3;\n\
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\n\
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color = aColor*colMult;\n\
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color = vec4(color.x*diffuse, color.y*diffuse, color.z*diffuse, color.w);\n\
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}"
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this.shadFrag = "precision highp float;\n\
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\n\
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varying vec2 vTextureCoord;\n\
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varying vec4 color;\n\
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varying vec4 lightDist;\n\
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varying vec4 fLightDist;\n\
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\n\
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uniform float shadOff; \n\
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uniform float farShadOff; \n\
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uniform sampler2D lightDSampler;\n\
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uniform sampler2D farLightDSampler;\n\
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\n\
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uniform sampler2D uSampler;\n\
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\n\
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2018-03-24 16:50:10 -07:00
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float shadowCompare(sampler2D map, vec2 pos, float compare, float so) {\n\
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2017-09-08 09:24:16 -07:00
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float depth = texture2D(map, pos).r;\n\
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return smoothstep(compare-so, compare, depth);\n\
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2017-09-08 09:24:16 -07:00
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}\n\
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\n\
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2018-03-24 16:50:10 -07:00
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float shadowLerp(sampler2D depths, vec2 size, vec2 uv, float compare, float so){\n\
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vec2 texelSize = vec2(1.0)/size;\n\
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vec2 f = fract(uv*size+0.5);\n\
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vec2 centroidUV = floor(uv*size+0.5)/size;\n\
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\n\
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2018-03-24 16:50:10 -07:00
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float lb = shadowCompare(depths, centroidUV+texelSize*vec2(0.0, 0.0), compare, so);\n\
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float lt = shadowCompare(depths, centroidUV+texelSize*vec2(0.0, 1.0), compare, so);\n\
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float rb = shadowCompare(depths, centroidUV+texelSize*vec2(1.0, 0.0), compare, so);\n\
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float rt = shadowCompare(depths, centroidUV+texelSize*vec2(1.0, 1.0), compare, so);\n\
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2017-09-08 09:24:16 -07:00
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float a = mix(lb, lt, f.y);\n\
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float b = mix(rb, rt, f.y);\n\
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float c = mix(a, b, f.x);\n\
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return c;\n\
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}\n\
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\n\
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void main(void) {\n\
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2019-06-09 15:50:55 -07:00
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vec4 colorPM = vec4(color.rgb * color.a, color.a);\n\
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vec4 col = texture2D(uSampler, vTextureCoord)*colorPM;\n\
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2017-09-08 09:24:16 -07:00
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\n\
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vec2 ldNorm = abs((lightDist.xy)-vec2(0.5, 0.5));\n\
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float dist = max(ldNorm.x, ldNorm.y);\n\
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\n\
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if (dist > 0.5) {\n\
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2018-03-24 16:50:10 -07:00
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gl_FragColor = col*mix(vec4(0.5, 0.5, 0.7, 1.0), vec4(1.0, 1.0, 1.0, 1.0), shadowLerp(farLightDSampler, vec2(4096.0, 4096.0), fLightDist.xy, fLightDist.z-farShadOff, farShadOff*2.0));\n\
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2017-09-08 09:24:16 -07:00
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} else if (dist > 0.4) {\n\
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2018-03-24 16:50:10 -07:00
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float lerp1 = shadowLerp(farLightDSampler, vec2(4096.0, 4096.0), fLightDist.xy, fLightDist.z-farShadOff, farShadOff*2.0);\n\
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float lerp2 = shadowLerp(lightDSampler, vec2(2048.0, 2048.0), lightDist.xy, lightDist.z-shadOff, shadOff*4.0);\n\
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2017-09-08 09:24:16 -07:00
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\n\
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gl_FragColor = col*mix(vec4(0.5, 0.5, 0.7, 1.0), vec4(1.0, 1.0, 1.0, 1.0), mix(lerp2, lerp1, (dist-0.4)*10.0));\n\
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} else {\n\
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2018-03-24 16:50:10 -07:00
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gl_FragColor = col*mix(vec4(0.5, 0.5, 0.7, 1.0), vec4(1.0, 1.0, 1.0, 1.0), shadowLerp(lightDSampler, vec2(2048.0, 2048.0), lightDist.xy, lightDist.z-shadOff, shadOff*4.0));\n\
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2017-09-08 09:24:16 -07:00
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}\n\
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\n\
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if (gl_FragColor.a == 0.0) discard;\n\
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}\n\
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"
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this.shadVert = "attribute vec3 aVertexPosition;\n\
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attribute vec2 aTextureCoord;\n\
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attribute vec4 aColor;\n\
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attribute float matrixID;\n\
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attribute vec3 aNormal;\n\
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\n\
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uniform mat4 uMVMatrix;\n\
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uniform mat4 uPMatrix;\n\
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uniform mat3 texMatrix;\n\
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uniform mat4 matStack[16];\n\
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\n\
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uniform vec4 colMult;\n\
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\n\
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uniform mat4 shadowMat;\n\
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uniform mat4 farShadowMat;\n\
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uniform float lightIntensity; \n\
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2017-09-08 09:24:16 -07:00
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\n\
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varying vec2 vTextureCoord;\n\
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varying vec4 color;\n\
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varying vec4 lightDist;\n\
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varying vec4 fLightDist;\n\
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\n\
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\n\
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void main(void) {\n\
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vec4 pos = uMVMatrix * matStack[int(matrixID)] * vec4(aVertexPosition, 1.0);\n\
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gl_Position = uPMatrix * pos;\n\
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vTextureCoord = (texMatrix * vec3(aTextureCoord, 1.0)).xy;\n\
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\n\
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lightDist = (shadowMat*pos + vec4(1, 1, 1, 0)) / 2.0;\n\
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fLightDist = (farShadowMat*pos + vec4(1, 1, 1, 0)) / 2.0;\n\
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vec3 adjNorm = normalize(vec3(uMVMatrix * matStack[int(matrixID)] * vec4(aNormal, 0.0)));\n\
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2018-03-24 16:50:10 -07:00
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float diffuse = (1.0-lightIntensity)-dot(adjNorm, vec3(0.0, -1.0, 0.0))*lightIntensity;\n\
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2017-09-08 09:24:16 -07:00
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\n\
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color = aColor*colMult;\n\
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color = vec4(color.x*diffuse, color.y*diffuse, color.z*diffuse, color.w);\n\
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}"
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var dFrag = {
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begin: "precision highp float;\n\
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\n\
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varying vec2 vTextureCoord;\n\
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varying vec4 color;\n\
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\n\
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uniform sampler2D uSampler;\n",
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main: "\n\
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gl_FragColor = texture2D(uSampler, vTextureCoord)*color;\n\
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if (gl_FragColor.a == 0.0) discard;\n",
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extra: "",
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}
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var dVert = {
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begin: "attribute vec3 aVertexPosition;\n\
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attribute vec2 aTextureCoord;\n\
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attribute vec4 aColor;\n\
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attribute float matrixID;\n\
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\n\
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uniform mat4 uMVMatrix;\n\
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uniform mat4 uPMatrix;\n\
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uniform mat3 texMatrix;\n\
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uniform mat4 matStack[16];\n\
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\n\
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uniform vec4 colMult;\n\
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\n\
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varying vec2 vTextureCoord;\n\
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varying vec4 color;\n\
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\n\
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\n",
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main: "\n\
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vec4 pos = uMVMatrix * matStack[int(matrixID)] * vec4(aVertexPosition, 1.0);\n\
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gl_Position = uPMatrix * pos;\n\
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vTextureCoord = (texMatrix * vec3(aTextureCoord, 1.0)).xy;\n\
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\n\
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lightDist = (shadowMat*pos + vec4(1, 1, 1, 0)) / 2.0;\n\
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fLightDist = (farShadowMat*pos + vec4(1, 1, 1, 0)) / 2.0;\n\
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\n\
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color = aColor*colMult;\n\
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",
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extra: ""
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}
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var lightVert = {
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begin: "attribute vec3 aNormal;\n",
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main: "vec3 adjNorm = normalize(vec3(uMVMatrix * matStack[int(matrixID)] * vec4(aNormal, 0.0)));\n\
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float diffuse = 0.7-dot(adjNorm, vec3(0.0, -1.0, 0.0))*0.3;\n\
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color = vec4(color.x*diffuse, color.y*diffuse, color.z*diffuse, color.w);\n",
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extra: ""
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}
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var lightFrag = {
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begin: "",
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main:"",
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end:""
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}
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var sdVert = {
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begin: "uniform mat4 shadowMat;\n\
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uniform mat4 farShadowMat;\n\
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\n\
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varying vec4 lightDist;\n\
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varying vec4 fLightDist;\n",
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main: "lightDist = (shadowMat*pos + vec4(1, 1, 1, 0)) / 2.0;\n\
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fLightDist = (farShadowMat*pos + vec4(1, 1, 1, 0)) / 2.0;\n"
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}
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var sdFrag = {
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begin: "varying vec4 lightDist;\n\
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varying vec4 fLightDist;\n\
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\n\
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uniform float shadOff; \n\
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uniform float farShadOff; \n\
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uniform sampler2D lightDSampler;\n\
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uniform sampler2D farLightDSampler;\n",
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main: "if (lightDist.x<0.0 || lightDist.y<0.0 || lightDist.x>1.0 || lightDist.y>1.0) {\n\
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if (texture2D(farLightDSampler, fLightDist.xy).r+farShadOff < fLightDist.z) {\n\
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gl_FragColor = gl_FragColor*vec4(0.5, 0.5, 0.7, 1);\n\
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}\n\
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} else {\n\
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if (texture2D(lightDSampler, lightDist.xy).r+shadOff < lightDist.z) {\n\
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gl_FragColor = gl_FragColor*vec4(0.5, 0.5, 0.7, 1);\n\
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}\n\
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}\n",
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extra: ""
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}
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var baseConf = {
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frag: this.defaultFrag, vert: this.defaultVert,
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uniforms: [
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["pMatrixUniform", "uPMatrix"],
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["matStackUniform", "matStack"],
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["mvMatrixUniform", "uMVMatrix"],
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["texMatrixUniform", "texMatrix"],
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["samplerUniform", "uSampler"],
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["colMultUniform", "colMult"],
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],
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attributes: [
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["vertexPositionAttribute", "aVertexPosition"],
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["textureCoordAttribute", "aTextureCoord"],
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["colorAttribute", "aColor"],
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["matAttribute", "matrixID"],
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["normAttribute", "aNormal"]
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]
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};
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var config = [];
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var fragParts = [
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dFrag,
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lightFrag,
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sdFrag
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]
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var shadUnif = [
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["shadowMatUniform", "shadowMat"],
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["farShadowMatUniform", "farShadowMat"],
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["lightIntensityUniform", "lightIntensity"],
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["shadOffUniform", "shadOff"],
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["farShadOffUniform", "farShadOff"],
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["lightSamplerUniform", "lightDSampler"],
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["farLightSamplerUniform", "farLightDSampler"]
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]
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config[0] = baseConf;
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config[1] = {frag: this.shadFrag, vert: this.shadVert, uniforms: baseConf.uniforms.slice(0), attributes: baseConf.attributes.slice(0)};
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config[1].uniforms = config[1].uniforms.concat(shadUnif);
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function makeShader(source, base, id) { //makes shaders using flags
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}
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function combineGLSL(shaderParts) {
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var out = "";
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for (var i=0; i<shaderParts.length; i++) out += shaderParts[i].begin;
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out += "\nvoid main(void) {\n";
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for (var i=0; i<shaderParts.length; i++) out += shaderParts[i].main;
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out += "\n}\n";
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for (var i=0; i<shaderParts.length; i++) out += shaderParts[i].extra;
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return out;
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}
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this.compileShaders = function(gl) {
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t.shaders = [];
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for (var i=0; i<config.length; i++) {
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var conf = config[i];
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frag = getShader(gl, conf.frag, "frag");
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vert = getShader(gl, conf.vert, "vert");
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var shader = gl.createProgram();
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gl.attachShader(shader, vert);
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gl.attachShader(shader, frag);
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gl.linkProgram(shader);
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if (!gl.getProgramParameter(shader, gl.LINK_STATUS)) {
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alert("Could not initialise shaders");
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|
}
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for (var j=0; j<conf.attributes.length; j++) {
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var a = conf.attributes[j];
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shader[a[0]] = gl.getAttribLocation(shader, a[1]);
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gl.enableVertexAttribArray(shader[a[0]]);
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}
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for (var j=0; j<conf.uniforms.length; j++) {
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|
var a = conf.uniforms[j];
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shader[a[0]] = gl.getUniformLocation(shader, a[1]);
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}
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t.shaders.push(shader);
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|
}
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|
return t.shaders;
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|
}
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|
|
function getShader(gl, str, type) {
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|
var shader;
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|
|
if (type == "frag") {
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|
shader = gl.createShader(gl.FRAGMENT_SHADER);
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|
} else if (type == "vert") {
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|
shader = gl.createShader(gl.VERTEX_SHADER);
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|
} else {
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|
return null;
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|
|
}
|
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|
|
gl.shaderSource(shader, str);
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|
|
gl.compileShader(shader);
|
|
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|
|
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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|
|
|
alert(gl.getShaderInfoLog(shader));
|
|
|
|
return null;
|
|
|
|
}
|
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|
|
return shader;
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|
|
|
}
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|
|
})();
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