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graphics: Fix some variables in GLSL
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71ca838193
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2e1e4adb84
@ -32,15 +32,15 @@ attribute vec2 vertex;
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attribute vec4 tex_coord;
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attribute vec4 geo_matrix_body;
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attribute vec2 geo_matrix_translation;
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varying vec2 vertex_out_tex_coord;
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varying vec2 vertex_out_tex_coord_min;
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varying vec2 vertex_out_tex_coord_max;
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varying vec2 varying_tex_coord;
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varying vec2 varying_tex_coord_min;
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varying vec2 varying_tex_coord_max;
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void main(void) {
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vertex_out_tex_coord = vec2(tex_coord[0], tex_coord[1]);
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vertex_out_tex_coord_min =
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varying_tex_coord = vec2(tex_coord[0], tex_coord[1]);
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varying_tex_coord_min =
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vec2(min(tex_coord[0], tex_coord[2]), min(tex_coord[1], tex_coord[3]));
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vertex_out_tex_coord_max =
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varying_tex_coord_max =
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vec2(max(tex_coord[0], tex_coord[2]), max(tex_coord[1], tex_coord[3]));
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mat4 geo_matrix = mat4(
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vec4(geo_matrix_body[0], geo_matrix_body[2], 0, 0),
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@ -63,17 +63,17 @@ precision mediump float;
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uniform sampler2D texture;
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uniform mat4 color_matrix;
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uniform vec4 color_matrix_translation;
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varying vec2 vertex_out_tex_coord;
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varying vec2 vertex_out_tex_coord_min;
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varying vec2 vertex_out_tex_coord_max;
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varying vec2 varying_tex_coord;
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varying vec2 varying_tex_coord_min;
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varying vec2 varying_tex_coord_max;
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void main(void) {
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vec4 color = vec4(0, 0, 0, 0);
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if (vertex_out_tex_coord_min.x <= vertex_out_tex_coord.x &&
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vertex_out_tex_coord_min.y <= vertex_out_tex_coord.y &&
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vertex_out_tex_coord.x < vertex_out_tex_coord_max.x &&
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vertex_out_tex_coord.y < vertex_out_tex_coord_max.y) {
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color = texture2D(texture, vertex_out_tex_coord);
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if (varying_tex_coord_min.x <= varying_tex_coord.x &&
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varying_tex_coord_min.y <= varying_tex_coord.y &&
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varying_tex_coord.x < varying_tex_coord_max.x &&
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varying_tex_coord.y < varying_tex_coord_max.y) {
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color = texture2D(texture, varying_tex_coord);
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}
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// Un-premultiply alpha
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