GPencil: Cleanup - Remove unused old shaders
These fill shaders were used with the old draw engine.
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9add12ff05
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226b028523
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@ -362,9 +362,6 @@ data_to_c_simple(shaders/gpu_shader_gpencil_stroke_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_gpencil_stroke_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_gpencil_stroke_geom.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_gpencil_fill_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_gpencil_fill_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_cfg_world_clip_lib.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_colorspace_lib.glsl SRC)
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@ -128,8 +128,6 @@ extern char datatoc_gpu_shader_gpencil_stroke_vert_glsl[];
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extern char datatoc_gpu_shader_gpencil_stroke_frag_glsl[];
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extern char datatoc_gpu_shader_gpencil_stroke_geom_glsl[];
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extern char datatoc_gpu_shader_gpencil_fill_vert_glsl[];
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extern char datatoc_gpu_shader_gpencil_fill_frag_glsl[];
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extern char datatoc_gpu_shader_cfg_world_clip_lib_glsl[];
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extern char datatoc_gpu_shader_colorspace_lib_glsl[];
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@ -513,13 +511,6 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
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.geom = datatoc_gpu_shader_gpencil_stroke_geom_glsl,
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.frag = datatoc_gpu_shader_gpencil_stroke_frag_glsl,
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},
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[GPU_SHADER_GPENCIL_FILL] =
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{
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.name = "GPU_SHADER_GPENCIL_FILL",
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.vert = datatoc_gpu_shader_gpencil_fill_vert_glsl,
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.frag = datatoc_gpu_shader_gpencil_fill_frag_glsl,
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},
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};
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GPUShader *GPU_shader_get_builtin_shader_with_config(eGPUBuiltinShader shader,
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@ -1,180 +0,0 @@
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uniform vec4 color;
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uniform vec4 color2;
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uniform int fill_type;
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uniform float mix_factor;
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uniform float g_angle;
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uniform float g_radius;
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uniform float g_boxsize;
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uniform vec2 g_scale;
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uniform vec2 g_shift;
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uniform float t_angle;
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uniform vec2 t_scale;
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uniform vec2 t_offset;
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uniform int t_mix;
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uniform int t_flip;
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uniform float t_opacity;
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uniform sampler2D myTexture;
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/* keep this list synchronized with list in DNA_brush_types.h */
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#define SOLID 0
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#define GRADIENT 1
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#define RADIAL 2
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#define CHECKER 3
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#define TEXTURE 4
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in vec2 texCoord_interp;
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out vec4 fragColor;
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#define texture2D texture
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void set_color(in vec4 color,
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in vec4 color2,
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in vec4 tcolor,
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in float mixv,
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in float factor,
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in int tmix,
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in int flip,
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out vec4 ocolor)
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{
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/* full color A */
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if (mixv == 1.0) {
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if (tmix == 1) {
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if (flip == 0) {
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ocolor = color;
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}
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else {
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ocolor = tcolor;
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}
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}
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else {
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if (flip == 0) {
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ocolor = color;
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}
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else {
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ocolor = color2;
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}
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}
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}
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/* full color B */
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else if (mixv == 0.0) {
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if (tmix == 1) {
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if (flip == 0) {
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ocolor = tcolor;
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}
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else {
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ocolor = color;
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}
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}
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else {
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if (flip == 0) {
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ocolor = color2;
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}
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else {
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ocolor = color;
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}
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}
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}
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/* mix of colors */
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else {
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if (tmix == 1) {
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if (flip == 0) {
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ocolor = mix(color, tcolor, factor);
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}
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else {
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ocolor = mix(tcolor, color, factor);
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}
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}
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else {
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if (flip == 0) {
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ocolor = mix(color, color2, factor);
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}
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else {
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ocolor = mix(color2, color, factor);
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}
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}
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}
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}
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void main()
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{
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vec2 t_center = vec2(0.5, 0.5);
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mat2 matrot_tex = mat2(cos(t_angle), -sin(t_angle), sin(t_angle), cos(t_angle));
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vec2 rot_tex = (matrot_tex * (texCoord_interp - t_center)) + t_center + t_offset;
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vec4 tmp_color = texture2D(myTexture, rot_tex * t_scale);
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vec4 text_color = vec4(tmp_color[0], tmp_color[1], tmp_color[2], tmp_color[3] * t_opacity);
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vec4 checker_color;
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/* solid fill */
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if (fill_type == SOLID) {
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if (t_mix == 1) {
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fragColor = mix(color, text_color, mix_factor);
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}
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else {
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fragColor = color;
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}
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}
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else {
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vec2 center = vec2(0.5, 0.5) + g_shift;
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mat2 matrot = mat2(cos(g_angle), -sin(g_angle), sin(g_angle), cos(g_angle));
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vec2 rot = (((matrot * (texCoord_interp - center)) + center) * g_scale) + g_shift;
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/* gradient */
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if (fill_type == GRADIENT) {
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set_color(color,
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color2,
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text_color,
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mix_factor,
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rot.x - mix_factor + 0.5,
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t_mix,
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t_flip,
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fragColor);
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}
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/* radial gradient */
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if (fill_type == RADIAL) {
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float in_rad = g_radius * mix_factor;
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float ex_rad = g_radius - in_rad;
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float intensity = 0;
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float distance = length((center - texCoord_interp) * g_scale);
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if (distance > g_radius) {
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discard;
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}
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if (distance > in_rad) {
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intensity = clamp(((distance - in_rad) / ex_rad), 0.0, 1.0);
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}
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set_color(color, color2, text_color, mix_factor, intensity, t_mix, t_flip, fragColor);
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}
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/* Checkerboard */
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if (fill_type == CHECKER) {
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vec2 pos = rot / g_boxsize;
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if ((fract(pos.x) < 0.5 && fract(pos.y) < 0.5) ||
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(fract(pos.x) > 0.5 && fract(pos.y) > 0.5)) {
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if (t_flip == 0) {
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checker_color = color;
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}
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else {
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checker_color = color2;
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}
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}
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else {
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if (t_flip == 0) {
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checker_color = color2;
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}
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else {
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checker_color = color;
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}
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}
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/* mix with texture */
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if (t_mix == 1) {
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fragColor = mix(checker_color, text_color, mix_factor);
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}
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else {
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fragColor = checker_color;
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}
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}
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/* texture */
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if (fill_type == TEXTURE) {
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fragColor = text_color;
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}
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}
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}
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@ -1,11 +0,0 @@
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uniform mat4 ModelViewProjectionMatrix;
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in vec3 pos;
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in vec2 texCoord;
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out vec2 texCoord_interp;
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void main(void)
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{
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
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texCoord_interp = texCoord;
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}
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