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12458 changed files with 12350765 additions and 2 deletions
10
qt/qt_common/res/shaders/gl_150.fsh.glsl
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qt/qt_common/res/shaders/gl_150.fsh.glsl
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#version 150 core
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uniform sampler2D u_sampler;
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in vec2 v_texCoord;
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out vec4 v_FragColor;
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void main()
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{
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v_FragColor = vec4(texture(u_sampler, v_texCoord).rgb, 1.0);
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}
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11
qt/qt_common/res/shaders/gl_150.vsh.glsl
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qt/qt_common/res/shaders/gl_150.vsh.glsl
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#version 150 core
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in vec4 a_position;
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uniform vec2 u_samplerSize;
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out vec2 v_texCoord;
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void main()
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{
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v_texCoord = vec2(a_position.z * u_samplerSize.x, a_position.w * u_samplerSize.y);
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gl_Position = vec4(a_position.x, a_position.y, 0.0, 1.0);
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}
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qt/qt_common/res/shaders/gles_300.fsh.glsl
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qt/qt_common/res/shaders/gles_300.fsh.glsl
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#version 300 es
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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uniform sampler2D u_sampler;
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in vec2 v_texCoord;
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out vec4 v_FragColor;
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void main()
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{
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v_FragColor = vec4(texture(u_sampler, v_texCoord).rgb, 1.0);
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}
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17
qt/qt_common/res/shaders/gles_300.vsh.glsl
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qt/qt_common/res/shaders/gles_300.vsh.glsl
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#version 300 es
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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in vec4 a_position;
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uniform vec2 u_samplerSize;
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out vec2 v_texCoord;
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void main()
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{
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v_texCoord = vec2(a_position.z * u_samplerSize.x, a_position.w * u_samplerSize.y);
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gl_Position = vec4(a_position.x, a_position.y, 0.0, 1.0);
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}
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