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@@ -1,17 +1,17 @@
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/* tslint:disable */
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export const basicShader = `// VERTEX␍attribute vec2 position;␍attribute vec2 texcoords;␍uniform mat4 transform;␍varying vec2 textureCoord;␍void main() {␍ textureCoord = texcoords;␍ gl_Position = transform * vec4(position, 0, 1);␍}␍// FRAGMENT␍precision mediump float;␍uniform sampler2D sampler1;␍varying vec2 textureCoord;␍void main() {␍ gl_FragColor = texture2D(sampler1, textureCoord);␍}`;
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export const lightShader = `// VERTEX␍attribute vec2 position;␍attribute vec2 texcoords;␍attribute vec4 vertexColor;␍uniform mat4 transform;␍uniform vec4 lighting;␍varying vec2 textureCoord;␍varying vec4 vColor;␍void main() {␍ textureCoord = texcoords;␍ vColor = vertexColor * lighting;␍ gl_Position = transform * vec4(position, 0, 1);␍}␍// FRAGMENT␍precision mediump float;␍varying vec2 textureCoord;␍varying vec4 vColor;␍void main() {␍ float d = clamp((1.0 - length(textureCoord)) + 0.1, 0.0, 1.0);␍ float m = d * d * d;␍ gl_FragColor = vec4(m, m, m, 1) * vColor;␍}`;
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export const paletteDepthShader = `// VERTEX␍attribute vec3 position;␍attribute vec4 texcoords;␍attribute vec4 vertexColor;␍uniform mat4 transform;␍uniform vec4 lighting;␍varying vec4 textureCoord;␍varying vec4 vColor;␍void main() {␍ textureCoord = texcoords;␍ vColor = vertexColor * lighting;␍ gl_Position = transform * vec4(position, 1);␍}␍// FRAGMENT␍precision mediump float;␍uniform sampler2D sampler1; // sprite␍uniform sampler2D sampler2; // palette␍uniform float pixelSize;␍varying vec4 textureCoord;␍varying vec4 vColor;␍void main() {␍ vec4 sprite = texture2D(sampler1, vec2(textureCoord.x, textureCoord.y));␍ vec4 palette = texture2D(sampler2, vec2(textureCoord.z + sprite.x * pixelSize, textureCoord.w));␍ vec4 color = vec4(palette.xyz * sprite.y, palette.w) * vColor;␍ gl_FragColor = color;␍ if (color.a < 0.01)␍ discard;␍}`;
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export const paletteLayersInstancedShader = `// VERTEX␍attribute vec2 position0;␍attribute vec4 position1;␍attribute vec4 texcoord0;␍attribute vec2 texcoord1;␍attribute vec4 vertexColor;␍attribute vec4 vertexColor1;␍uniform mat4 transform;␍uniform vec4 lighting;␍varying vec2 textureCoord0;␍varying vec2 textureCoord1;␍varying vec4 vColor;␍varying vec4 vColor1;␍void main() {␍ textureCoord0 = vec2(texcoord0.x + position0.x * texcoord0.z, texcoord0.y + position0.y * texcoord0.w);␍ textureCoord1 = texcoord1;␍ vColor = vertexColor * lighting;␍ vColor1 = vertexColor1;␍ gl_Position = transform * vec4(␍ position1.x + position0.x * position1.z, position1.y + position0.y * position1.w, 0, 1);␍}␍// FRAGMENT␍precision mediump float;␍uniform sampler2D sampler1; // sprite␍uniform sampler2D sampler2; // palette␍uniform float pixelSize;␍varying vec2 textureCoord0;␍varying vec2 textureCoord1;␍varying vec4 vColor;␍varying vec4 vColor1;␍void main() {␍ vec4 sprite = texture2D(sampler1, textureCoord0.xy);␍ float shade = clamp(sprite.g + vColor1.a, 0.0, 1.0);␍ vec4 mask = vec4(vColor1.rgb, 1.0 - (vColor1.r + vColor1.g + vColor1.b));␍ float paletteIndex = dot(mask, sprite);␍ vec4 palette = texture2D(sampler2, vec2(textureCoord1.x + paletteIndex * pixelSize, textureCoord1.y));␍ gl_FragColor = vec4(palette.xyz * shade, palette.w) * vColor;␍}`;
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export const paletteLayersShader = `// VERTEX␍attribute vec2 position;␍attribute vec4 texcoords;␍attribute vec4 vertexColor;␍attribute vec4 vertexColor1;␍uniform mat4 transform;␍uniform vec4 lighting;␍varying vec4 textureCoord;␍varying vec4 vColor;␍varying vec4 vColor1;␍void main() {␍ textureCoord = texcoords;␍ // float f = texcoords.z;␍ // float fr = fract(texcoords.z);␍ // textureCoord.z = fr;␍ // textureCoord.w = (f - fr) / 1024.0;␍ vColor = vertexColor * lighting;␍ vColor1 = vertexColor1;␍ gl_Position = transform * vec4(position, 0, 1);␍}␍// FRAGMENT␍precision mediump float;␍uniform sampler2D sampler1; // sprite␍uniform sampler2D sampler2; // palette␍uniform float pixelSize;␍uniform float textureSize;␍varying vec4 textureCoord;␍varying vec4 vColor;␍varying vec4 vColor1;␍void main() {␍ vec4 sprite = texture2D(sampler1, textureCoord.xy / textureSize);␍ float shade = clamp(sprite.g + vColor1.a, 0.0, 1.0);␍ vec4 mask = vec4(vColor1.rgb, 1.0 - (vColor1.r + vColor1.g + vColor1.b));␍ float paletteIndex = dot(mask, sprite);␍ vec2 paletteCoord = textureCoord.zw;␍ vec4 palette = texture2D(sampler2, vec2(paletteCoord.x + paletteIndex * pixelSize, paletteCoord.y));␍ gl_FragColor = vec4(palette.xyz * shade, palette.w) * vColor;␍}`;
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export const paletteShader = `// VERTEX␍attribute vec2 position;␍attribute vec4 texcoords;␍attribute vec4 vertexColor;␍uniform mat4 transform;␍uniform vec4 lighting;␍varying vec4 textureCoord;␍varying vec4 vColor;␍void main() {␍ textureCoord = texcoords;␍ vColor = vertexColor * lighting;␍ gl_Position = transform * vec4(position, 0, 1);␍}␍// FRAGMENT␍precision mediump float;␍uniform sampler2D sampler1; // sprite␍uniform sampler2D sampler2; // palette␍uniform float pixelSize;␍varying vec4 textureCoord;␍varying vec4 vColor;␍void main() {␍ vec4 sprite = texture2D(sampler1, vec2(textureCoord.x, textureCoord.y));␍ vec4 palette = texture2D(sampler2, vec2(textureCoord.z + sprite.x * pixelSize, textureCoord.w));␍ gl_FragColor = vec4(palette.xyz * sprite.y, palette.w) * vColor;␍}`;
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export const spriteShader = `// VERTEX␍attribute vec2 position;␍attribute vec2 texcoords;␍attribute vec4 vertexColor;␍uniform mat4 transform;␍uniform vec4 lighting;␍varying vec2 textureCoord;␍varying vec4 vColor;␍void main() {␍ textureCoord = texcoords;␍ vColor = vertexColor * lighting;␍ gl_Position = transform * vec4(position, 0, 1);␍}␍// FRAGMENT␍precision mediump float;␍uniform sampler2D sampler1;␍uniform float textureSize;␍varying vec2 textureCoord;␍varying vec4 vColor;␍void main() {␍ gl_FragColor = texture2D(sampler1, textureCoord / textureSize) * vColor;␍}`;
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export const sprite2Shader = `// VERTEX␍attribute vec3 position;␍attribute vec2 texcoords;␍attribute vec4 vertexColor;␍uniform mat4 transform;␍varying vec2 textureCoord;␍varying vec4 vColor;␍void main() {␍ textureCoord = texcoords;␍ vColor = vertexColor;␍ gl_Position = transform * vec4(position, 1);␍}␍// FRAGMENT␍precision mediump float;␍uniform sampler2D sampler1;␍varying vec2 textureCoord;␍varying vec4 vColor;␍void main() {␍ gl_FragColor = texture2D(sampler1, textureCoord) * vColor;␍}`;
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/* tslint:disable */
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export const basicShader = `// VERTEX␍attribute vec2 position;␍attribute vec2 texcoords;␍uniform mat4 transform;␍varying vec2 textureCoord;␍void main() {␍ textureCoord = texcoords;␍ gl_Position = transform * vec4(position, 0, 1);␍}␍// FRAGMENT␍precision mediump float;␍uniform sampler2D sampler1;␍varying vec2 textureCoord;␍void main() {␍ gl_FragColor = texture2D(sampler1, textureCoord);␍}`;
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export const lightShader = `// VERTEX␍attribute vec2 position;␍attribute vec2 texcoords;␍attribute vec4 vertexColor;␍uniform mat4 transform;␍uniform vec4 lighting;␍varying vec2 textureCoord;␍varying vec4 vColor;␍void main() {␍ textureCoord = texcoords;␍ vColor = vertexColor * lighting;␍ gl_Position = transform * vec4(position, 0, 1);␍}␍// FRAGMENT␍precision mediump float;␍varying vec2 textureCoord;␍varying vec4 vColor;␍void main() {␍ float d = clamp((1.0 - length(textureCoord)) + 0.1, 0.0, 1.0);␍ float m = d * d * d;␍ gl_FragColor = vec4(m, m, m, 1) * vColor;␍}`;
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export const paletteDepthShader = `// VERTEX␍attribute vec3 position;␍attribute vec4 texcoords;␍attribute vec4 vertexColor;␍uniform mat4 transform;␍uniform vec4 lighting;␍varying vec4 textureCoord;␍varying vec4 vColor;␍void main() {␍ textureCoord = texcoords;␍ vColor = vertexColor * lighting;␍ gl_Position = transform * vec4(position, 1);␍}␍// FRAGMENT␍precision mediump float;␍uniform sampler2D sampler1; // sprite␍uniform sampler2D sampler2; // palette␍uniform float pixelSize;␍varying vec4 textureCoord;␍varying vec4 vColor;␍void main() {␍ vec4 sprite = texture2D(sampler1, vec2(textureCoord.x, textureCoord.y));␍ vec4 palette = texture2D(sampler2, vec2(textureCoord.z + sprite.x * pixelSize, textureCoord.w));␍ vec4 color = vec4(palette.xyz * sprite.y, palette.w) * vColor;␍ gl_FragColor = color;␍ if (color.a < 0.01)␍ discard;␍}`;
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export const paletteLayersInstancedShader = `// VERTEX␍attribute vec2 position0;␍attribute vec4 position1;␍attribute vec4 texcoord0;␍attribute vec2 texcoord1;␍attribute vec4 vertexColor;␍attribute vec4 vertexColor1;␍uniform mat4 transform;␍uniform vec4 lighting;␍varying vec2 textureCoord0;␍varying vec2 textureCoord1;␍varying vec4 vColor;␍varying vec4 vColor1;␍void main() {␍ textureCoord0 = vec2(texcoord0.x + position0.x * texcoord0.z, texcoord0.y + position0.y * texcoord0.w);␍ textureCoord1 = texcoord1;␍ vColor = vertexColor * lighting;␍ vColor1 = vertexColor1;␍ gl_Position = transform * vec4(␍ position1.x + position0.x * position1.z, position1.y + position0.y * position1.w, 0, 1);␍}␍// FRAGMENT␍precision mediump float;␍uniform sampler2D sampler1; // sprite␍uniform sampler2D sampler2; // palette␍uniform float pixelSize;␍varying vec2 textureCoord0;␍varying vec2 textureCoord1;␍varying vec4 vColor;␍varying vec4 vColor1;␍void main() {␍ vec4 sprite = texture2D(sampler1, textureCoord0.xy);␍ float shade = clamp(sprite.g + vColor1.a, 0.0, 1.0);␍ vec4 mask = vec4(vColor1.rgb, 1.0 - (vColor1.r + vColor1.g + vColor1.b));␍ float paletteIndex = dot(mask, sprite);␍ vec4 palette = texture2D(sampler2, vec2(textureCoord1.x + paletteIndex * pixelSize, textureCoord1.y));␍ gl_FragColor = vec4(palette.xyz * shade, palette.w) * vColor;␍}`;
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export const paletteLayersShader = `// VERTEX␍attribute vec2 position;␍attribute vec4 texcoords;␍attribute vec4 vertexColor;␍attribute vec4 vertexColor1;␍uniform mat4 transform;␍uniform vec4 lighting;␍varying vec4 textureCoord;␍varying vec4 vColor;␍varying vec4 vColor1;␍void main() {␍ textureCoord = texcoords;␍ // float f = texcoords.z;␍ // float fr = fract(texcoords.z);␍ // textureCoord.z = fr;␍ // textureCoord.w = (f - fr) / 1024.0;␍ vColor = vertexColor * lighting;␍ vColor1 = vertexColor1;␍ gl_Position = transform * vec4(position, 0, 1);␍}␍// FRAGMENT␍precision mediump float;␍uniform sampler2D sampler1; // sprite␍uniform sampler2D sampler2; // palette␍uniform float pixelSize;␍uniform float textureSize;␍varying vec4 textureCoord;␍varying vec4 vColor;␍varying vec4 vColor1;␍void main() {␍ vec4 sprite = texture2D(sampler1, textureCoord.xy / textureSize);␍ float shade = clamp(sprite.g + vColor1.a, 0.0, 1.0);␍ vec4 mask = vec4(vColor1.rgb, 1.0 - (vColor1.r + vColor1.g + vColor1.b));␍ float paletteIndex = dot(mask, sprite);␍ vec2 paletteCoord = textureCoord.zw;␍ vec4 palette = texture2D(sampler2, vec2(paletteCoord.x + paletteIndex * pixelSize, paletteCoord.y));␍ gl_FragColor = vec4(palette.xyz * shade, palette.w) * vColor;␍}`;
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export const paletteShader = `// VERTEX␍attribute vec2 position;␍attribute vec4 texcoords;␍attribute vec4 vertexColor;␍uniform mat4 transform;␍uniform vec4 lighting;␍varying vec4 textureCoord;␍varying vec4 vColor;␍void main() {␍ textureCoord = texcoords;␍ vColor = vertexColor * lighting;␍ gl_Position = transform * vec4(position, 0, 1);␍}␍// FRAGMENT␍precision mediump float;␍uniform sampler2D sampler1; // sprite␍uniform sampler2D sampler2; // palette␍uniform float pixelSize;␍varying vec4 textureCoord;␍varying vec4 vColor;␍void main() {␍ vec4 sprite = texture2D(sampler1, vec2(textureCoord.x, textureCoord.y));␍ vec4 palette = texture2D(sampler2, vec2(textureCoord.z + sprite.x * pixelSize, textureCoord.w));␍ gl_FragColor = vec4(palette.xyz * sprite.y, palette.w) * vColor;␍}`;
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export const spriteShader = `// VERTEX␍attribute vec2 position;␍attribute vec2 texcoords;␍attribute vec4 vertexColor;␍uniform mat4 transform;␍uniform vec4 lighting;␍varying vec2 textureCoord;␍varying vec4 vColor;␍void main() {␍ textureCoord = texcoords;␍ vColor = vertexColor * lighting;␍ gl_Position = transform * vec4(position, 0, 1);␍}␍// FRAGMENT␍precision mediump float;␍uniform sampler2D sampler1;␍uniform float textureSize;␍varying vec2 textureCoord;␍varying vec4 vColor;␍void main() {␍ gl_FragColor = texture2D(sampler1, textureCoord / textureSize) * vColor;␍}`;
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export const sprite2Shader = `// VERTEX␍attribute vec3 position;␍attribute vec2 texcoords;␍attribute vec4 vertexColor;␍uniform mat4 transform;␍varying vec2 textureCoord;␍varying vec4 vColor;␍void main() {␍ textureCoord = texcoords;␍ vColor = vertexColor;␍ gl_Position = transform * vec4(position, 1);␍}␍// FRAGMENT␍precision mediump float;␍uniform sampler2D sampler1;␍varying vec2 textureCoord;␍varying vec4 vColor;␍void main() {␍ gl_FragColor = texture2D(sampler1, textureCoord) * vColor;␍}`;
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