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  1. [openfl.display.Shader] Info compiling vertex shader
  2. WARNING: 0:8: '' : #version directive missing
  3.  
  4.  
  5. #ifdef GL_ES
  6. #ifdef GL_FRAGMENT_PRECISION_HIGH
  7. precision highp float;
  8. #else
  9. precision mediump float;
  10. #endif
  11. #endif
  12.  
  13. attribute float openfl_Alpha;
  14. attribute vec4 openfl_ColorMultiplier;
  15. attribute vec4 openfl_ColorOffset;
  16. attribute vec4 openfl_Position;
  17. attribute vec2 openfl_TextureCoord;
  18.  
  19. varying float openfl_Alphav;
  20. varying vec4 openfl_ColorMultiplierv;
  21. varying vec4 openfl_ColorOffsetv;
  22. varying vec2 openfl_TextureCoordv;
  23.  
  24. uniform mat4 openfl_Matrix;
  25. uniform bool openfl_HasColorTransform;
  26. uniform vec2 openfl_TextureSize;
  27.  
  28. void main(void) {
  29.  
  30. openfl_Alphav = openfl_Alpha;
  31. openfl_TextureCoordv = openfl_TextureCoord;
  32.  
  33. if (openfl_HasColorTransform) {
  34.  
  35. openfl_ColorMultiplierv = openfl_ColorMultiplier;
  36. openfl_ColorOffsetv = openfl_ColorOffset / 255.0;
  37.  
  38. }
  39.  
  40. gl_Position = openfl_Matrix * openfl_Position;
  41.  
  42. }
  43. [openfl.display.Shader] Info compiling fragment shader
  44. WARNING: 0:8: '' : #version directive missing
  45.  
  46.  
  47. #ifdef GL_ES
  48. #ifdef GL_FRAGMENT_PRECISION_HIGH
  49. precision highp float;
  50. #else
  51. precision mediump float;
  52. #endif
  53. #endif
  54.  
  55. varying float openfl_Alphav;
  56. varying vec4 openfl_ColorMultiplierv;
  57. varying vec4 openfl_ColorOffsetv;
  58. varying vec2 openfl_TextureCoordv;
  59.  
  60. uniform bool openfl_HasColorTransform;
  61. uniform sampler2D openfl_Texture;
  62. uniform vec2 openfl_TextureSize;
  63.  
  64. void main(void) {
  65.  
  66. vec4 color = texture2D (openfl_Texture, openfl_TextureCoordv);
  67.  
  68. if (color.a == 0.0) {
  69.  
  70. gl_FragColor = vec4 (0.0, 0.0, 0.0, 0.0);
  71.  
  72. } else if (openfl_HasColorTransform) {
  73.  
  74. color = vec4 (color.rgb / color.a, color.a);
  75.  
  76. mat4 colorMultiplier = mat4 (0);
  77. colorMultiplier[0][0] = openfl_ColorMultiplierv.x;
  78. colorMultiplier[1][1] = openfl_ColorMultiplierv.y;
  79. colorMultiplier[2][2] = openfl_ColorMultiplierv.z;
  80. colorMultiplier[3][3] = 1.0; // openfl_ColorMultiplierv.w;
  81.  
  82. color = clamp (openfl_ColorOffsetv + (color * colorMultiplier), 0.0, 1.0);
  83.  
  84. if (color.a > 0.0) {
  85.  
  86. gl_FragColor = vec4 (color.rgb * color.a * openfl_Alphav, color.a * openfl_Alphav);
  87.  
  88. } else {
  89.  
  90. gl_FragColor = vec4 (0.0, 0.0, 0.0, 0.0);
  91.  
  92. }
  93.  
  94. } else {
  95.  
  96. gl_FragColor = color * openfl_Alphav;
  97.  
  98. }
  99.  
  100. }
  101. [openfl.display.Shader] Info compiling vertex shader
  102. WARNING: 0:8: '' : #version directive missing
  103.  
  104.  
  105. #ifdef GL_ES
  106. #ifdef GL_FRAGMENT_PRECISION_HIGH
  107. precision highp float;
  108. #else
  109. precision mediump float;
  110. #endif
  111. #endif
  112.  
  113. attribute float openfl_Alpha;
  114. attribute vec4 openfl_ColorMultiplier;
  115. attribute vec4 openfl_ColorOffset;
  116. attribute vec4 openfl_Position;
  117. attribute vec2 openfl_TextureCoord;
  118.  
  119. varying float openfl_Alphav;
  120. varying vec4 openfl_ColorMultiplierv;
  121. varying vec4 openfl_ColorOffsetv;
  122. varying vec2 openfl_TextureCoordv;
  123.  
  124. uniform mat4 openfl_Matrix;
  125. uniform bool openfl_HasColorTransform;
  126. uniform vec2 openfl_TextureSize;
  127.  
  128. void main(void) {
  129.  
  130. openfl_Alphav = openfl_Alpha;
  131. openfl_TextureCoordv = openfl_TextureCoord;
  132.  
  133. if (openfl_HasColorTransform) {
  134.  
  135. openfl_ColorMultiplierv = openfl_ColorMultiplier;
  136. openfl_ColorOffsetv = openfl_ColorOffset / 255.0;
  137.  
  138. }
  139.  
  140. gl_Position = openfl_Matrix * openfl_Position;
  141.  
  142. }
  143. [openfl.display.Shader] Info compiling fragment shader
  144. WARNING: 0:8: '' : #version directive missing
  145.  
  146.  
  147. #ifdef GL_ES
  148. #ifdef GL_FRAGMENT_PRECISION_HIGH
  149. precision highp float;
  150. #else
  151. precision mediump float;
  152. #endif
  153. #endif
  154.  
  155. varying float openfl_Alphav;
  156. varying vec4 openfl_ColorMultiplierv;
  157. varying vec4 openfl_ColorOffsetv;
  158. varying vec2 openfl_TextureCoordv;
  159.  
  160. uniform bool openfl_HasColorTransform;
  161. uniform vec2 openfl_TextureSize;
  162. uniform sampler2D bitmap;
  163.  
  164. void main(void) {
  165.  
  166. vec4 color = texture2D (bitmap, openfl_TextureCoordv);
  167.  
  168. if (color.a == 0.0) {
  169.  
  170. gl_FragColor = vec4 (0.0, 0.0, 0.0, 0.0);
  171.  
  172. } else if (openfl_HasColorTransform) {
  173.  
  174. color = vec4 (color.rgb / color.a, color.a);
  175.  
  176. mat4 colorMultiplier = mat4 (0);
  177. colorMultiplier[0][0] = openfl_ColorMultiplierv.x;
  178. colorMultiplier[1][1] = openfl_ColorMultiplierv.y;
  179. colorMultiplier[2][2] = openfl_ColorMultiplierv.z;
  180. colorMultiplier[3][3] = 1.0; // openfl_ColorMultiplierv.w;
  181.  
  182. color = clamp (openfl_ColorOffsetv + (color * colorMultiplier), 0.0, 1.0);
  183.  
  184. if (color.a > 0.0) {
  185.  
  186. gl_FragColor = vec4 (color.rgb * color.a * openfl_Alphav, color.a * openfl_Alphav);
  187.  
  188. } else {
  189.  
  190. gl_FragColor = vec4 (0.0, 0.0, 0.0, 0.0);
  191.  
  192. }
  193.  
  194. } else {
  195.  
  196. gl_FragColor = color * openfl_Alphav;
  197.  
  198. }
  199.  
  200. }
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