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Apr 21st, 2015
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  1. new ShaderDrw(
  2. "varying vec2 vTexCoord;\n"
  3. "uniform vec2 position;\n"
  4. "uniform vec2 size;\n"
  5. "uniform vec2 UvOffset;\n"
  6. "uniform vec2 UvSize;\n"
  7. "uniform vec2 hudOffset;\n"
  8. "uniform vec2 txtSize;\n"
  9. "void main(void)\n"
  10. "{\n"
  11.  
  12.  
  13. "vTexCoord = vec2((UvOffset.x+(gl_Vertex.x*UvSize.x))/txtSize.x, (UvOffset.y+(gl_Vertex.y*UvSize.y))/txtSize.y);\n"
  14. "vec2 Pos=vec2(gl_Vertex.x*size.x,gl_Vertex.y*size.y);\n"
  15. "mat4 MVP_mat =gl_ProjectionMatrix;\n"
  16. "gl_Position =MVP_mat*vec4(-Pos.xy-position.xy-hudOffset.xy,0.0,1.0);"
  17.  
  18. "}\n"
  19. ,
  20. "uniform sampler2D hudAtlas;\n"
  21. "uniform vec3 colorMod;\n"
  22. "varying vec2 vTexCoord;\n"
  23. "void main(void)\n"
  24. "{\n"
  25.  
  26. "vec4 clr = texture2D( hudAtlas, vec2(vTexCoord.x, vTexCoord.y));\n"
  27. // "if(clr.a<0.6){discard;}"
  28. "gl_FragColor = clr+vec4(colorMod.x,colorMod.y,colorMod.z,0.0);\n"
  29. "}\n"
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