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- [openfl.display.Shader] Info compiling vertex shader
- WARNING: 0:8: '' : #version directive missing
- #ifdef GL_ES
- #ifdef GL_FRAGMENT_PRECISION_HIGH
- precision highp float;
- #else
- precision mediump float;
- #endif
- #endif
- attribute float openfl_Alpha;
- attribute vec4 openfl_ColorMultiplier;
- attribute vec4 openfl_ColorOffset;
- attribute vec4 openfl_Position;
- attribute vec2 openfl_TextureCoord;
- varying float openfl_Alphav;
- varying vec4 openfl_ColorMultiplierv;
- varying vec4 openfl_ColorOffsetv;
- varying vec2 openfl_TextureCoordv;
- uniform mat4 openfl_Matrix;
- uniform bool openfl_HasColorTransform;
- uniform vec2 openfl_TextureSize;
- void main(void) {
- openfl_Alphav = openfl_Alpha;
- openfl_TextureCoordv = openfl_TextureCoord;
- if (openfl_HasColorTransform) {
- openfl_ColorMultiplierv = openfl_ColorMultiplier;
- openfl_ColorOffsetv = openfl_ColorOffset / 255.0;
- }
- gl_Position = openfl_Matrix * openfl_Position;
- }
- [openfl.display.Shader] Info compiling fragment shader
- WARNING: 0:8: '' : #version directive missing
- #ifdef GL_ES
- #ifdef GL_FRAGMENT_PRECISION_HIGH
- precision highp float;
- #else
- precision mediump float;
- #endif
- #endif
- varying float openfl_Alphav;
- varying vec4 openfl_ColorMultiplierv;
- varying vec4 openfl_ColorOffsetv;
- varying vec2 openfl_TextureCoordv;
- uniform bool openfl_HasColorTransform;
- uniform sampler2D openfl_Texture;
- uniform vec2 openfl_TextureSize;
- void main(void) {
- vec4 color = texture2D (openfl_Texture, openfl_TextureCoordv);
- if (color.a == 0.0) {
- gl_FragColor = vec4 (0.0, 0.0, 0.0, 0.0);
- } else if (openfl_HasColorTransform) {
- color = vec4 (color.rgb / color.a, color.a);
- mat4 colorMultiplier = mat4 (0);
- colorMultiplier[0][0] = openfl_ColorMultiplierv.x;
- colorMultiplier[1][1] = openfl_ColorMultiplierv.y;
- colorMultiplier[2][2] = openfl_ColorMultiplierv.z;
- colorMultiplier[3][3] = 1.0; // openfl_ColorMultiplierv.w;
- color = clamp (openfl_ColorOffsetv + (color * colorMultiplier), 0.0, 1.0);
- if (color.a > 0.0) {
- gl_FragColor = vec4 (color.rgb * color.a * openfl_Alphav, color.a * openfl_Alphav);
- } else {
- gl_FragColor = vec4 (0.0, 0.0, 0.0, 0.0);
- }
- } else {
- gl_FragColor = color * openfl_Alphav;
- }
- }
- [openfl.display.Shader] Info compiling vertex shader
- WARNING: 0:8: '' : #version directive missing
- #ifdef GL_ES
- #ifdef GL_FRAGMENT_PRECISION_HIGH
- precision highp float;
- #else
- precision mediump float;
- #endif
- #endif
- attribute float openfl_Alpha;
- attribute vec4 openfl_ColorMultiplier;
- attribute vec4 openfl_ColorOffset;
- attribute vec4 openfl_Position;
- attribute vec2 openfl_TextureCoord;
- varying float openfl_Alphav;
- varying vec4 openfl_ColorMultiplierv;
- varying vec4 openfl_ColorOffsetv;
- varying vec2 openfl_TextureCoordv;
- uniform mat4 openfl_Matrix;
- uniform bool openfl_HasColorTransform;
- uniform vec2 openfl_TextureSize;
- void main(void) {
- openfl_Alphav = openfl_Alpha;
- openfl_TextureCoordv = openfl_TextureCoord;
- if (openfl_HasColorTransform) {
- openfl_ColorMultiplierv = openfl_ColorMultiplier;
- openfl_ColorOffsetv = openfl_ColorOffset / 255.0;
- }
- gl_Position = openfl_Matrix * openfl_Position;
- }
- [openfl.display.Shader] Info compiling fragment shader
- WARNING: 0:8: '' : #version directive missing
- #ifdef GL_ES
- #ifdef GL_FRAGMENT_PRECISION_HIGH
- precision highp float;
- #else
- precision mediump float;
- #endif
- #endif
- varying float openfl_Alphav;
- varying vec4 openfl_ColorMultiplierv;
- varying vec4 openfl_ColorOffsetv;
- varying vec2 openfl_TextureCoordv;
- uniform bool openfl_HasColorTransform;
- uniform vec2 openfl_TextureSize;
- uniform sampler2D bitmap;
- void main(void) {
- vec4 color = texture2D (bitmap, openfl_TextureCoordv);
- if (color.a == 0.0) {
- gl_FragColor = vec4 (0.0, 0.0, 0.0, 0.0);
- } else if (openfl_HasColorTransform) {
- color = vec4 (color.rgb / color.a, color.a);
- mat4 colorMultiplier = mat4 (0);
- colorMultiplier[0][0] = openfl_ColorMultiplierv.x;
- colorMultiplier[1][1] = openfl_ColorMultiplierv.y;
- colorMultiplier[2][2] = openfl_ColorMultiplierv.z;
- colorMultiplier[3][3] = 1.0; // openfl_ColorMultiplierv.w;
- color = clamp (openfl_ColorOffsetv + (color * colorMultiplier), 0.0, 1.0);
- if (color.a > 0.0) {
- gl_FragColor = vec4 (color.rgb * color.a * openfl_Alphav, color.a * openfl_Alphav);
- } else {
- gl_FragColor = vec4 (0.0, 0.0, 0.0, 0.0);
- }
- } else {
- gl_FragColor = color * openfl_Alphav;
- }
- }
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