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1 | uniform float direction;
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2 |
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3 | varying vec2 p1;
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4 | varying vec2 p2;
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5 | varying float factor;
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6 |
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7 | void main()
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8 | {
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9 | vec4 position = gl_Vertex;
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10 | vec4 texCoord = gl_MultiTexCoord0;
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11 | if(((direction == 0) && (position.b != 1.0) && (position.b < 0.0) && ((texCoord.b > 0.0) || (texCoord.b == 1)))
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12 | || ((direction == 1) && (position.b != 1.0) && (position.b > 0.0) && ((texCoord.b < 0.0) || (texCoord.b == 1))))
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13 | {
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14 |
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15 | p1 = vec2(position.r, position.g);
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16 |
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17 | p2 = vec2(texCoord.r, texCoord.g);
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18 |
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19 | gl_Position = vec4((p1 * 2.0) - vec2(1.0,1.0), 0.0,1.0);
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20 |
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21 | if (texCoord.b == 1) factor = 1;
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22 | else factor = abs(texCoord.a - position.a);
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23 | }
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24 | else
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25 | {
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26 | gl_Position = vec4( 0.0,0.0, 2.0, 1.0 );
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27 | p1 = p2 = vec2(1.0,1.0);
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28 | factor = 0.5;
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29 | }
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30 | } |
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