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@@ -32,117 +32,122 @@
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* Vertex/fragment shader source *
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*************************************************************************************************/
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-static const char GLES2_Fragment_Include_Best_Texture_Precision[] = "\n\
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- #ifdef GL_FRAGMENT_PRECISION_HIGH\n\
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- #define SDL_TEXCOORD_PRECISION highp\n\
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- #else\n\
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- #define SDL_TEXCOORD_PRECISION mediump\n\
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- #endif\n\
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- precision mediump float;\n\
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-";
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-
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-static const char GLES2_Fragment_Include_Medium_Texture_Precision[] = "\n\
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- #define SDL_TEXCOORD_PRECISION mediump\n\
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- precision mediump float;\n\
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-";
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-
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-static const char GLES2_Fragment_Include_High_Texture_Precision[] = "\n\
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- #define SDL_TEXCOORD_PRECISION highp\n\
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- precision mediump float;\n\
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-";
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-
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-static const char GLES2_Fragment_Include_Undef_Precision[] = "\n\
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- #define mediump\n\
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- #define highp\n\
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- #define lowp\n\
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- #define SDL_TEXCOORD_PRECISION\n\
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-";
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-
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-static const char GLES2_Vertex_Default[] = " \
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- uniform mat4 u_projection; \
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- attribute vec2 a_position; \
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- attribute vec4 a_color; \
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- attribute vec2 a_texCoord; \
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- varying vec2 v_texCoord; \
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- varying vec4 v_color; \
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- \
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- void main() \
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- { \
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- v_texCoord = a_texCoord; \
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- gl_Position = u_projection * vec4(a_position, 0.0, 1.0);\
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- gl_PointSize = 1.0; \
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- v_color = a_color; \
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- } \
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-";
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-
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-static const char GLES2_Fragment_Solid[] = " \
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- varying mediump vec4 v_color; \
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- \
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- void main() \
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- { \
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- gl_FragColor = v_color; \
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- } \
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-";
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-
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-static const char GLES2_Fragment_TextureABGR[] = " \
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- uniform sampler2D u_texture; \
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- varying mediump vec4 v_color;\n\
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- varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n\
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- \
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- void main() \
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- { \
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- gl_FragColor = texture2D(u_texture, v_texCoord); \
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- gl_FragColor *= v_color; \
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- } \
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-";
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+static const char GLES2_Fragment_Include_Best_Texture_Precision[] = \
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+"#ifdef GL_FRAGMENT_PRECISION_HIGH\n" \
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+"#define SDL_TEXCOORD_PRECISION highp\n" \
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+"#else\n" \
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+"#define SDL_TEXCOORD_PRECISION mediump\n" \
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+"#endif\n" \
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+"\n" \
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+"precision mediump float;\n" \
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+"\n" \
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+;
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+
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+static const char GLES2_Fragment_Include_Medium_Texture_Precision[] = \
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+"#define SDL_TEXCOORD_PRECISION mediump\n" \
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+"precision mediump float;\n" \
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+"\n" \
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+;
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+
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+static const char GLES2_Fragment_Include_High_Texture_Precision[] = \
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+"#define SDL_TEXCOORD_PRECISION highp\n" \
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+"precision mediump float;\n" \
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+"\n" \
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+;
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+
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+static const char GLES2_Fragment_Include_Undef_Precision[] = \
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+"#define mediump\n" \
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+"#define highp\n" \
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+"#define lowp\n" \
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+"#define SDL_TEXCOORD_PRECISION\n" \
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+"\n" \
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+;
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+
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+static const char GLES2_Vertex_Default[] = \
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+"uniform mat4 u_projection;\n" \
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+"attribute vec2 a_position;\n" \
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+"attribute vec4 a_color;\n" \
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+"attribute vec2 a_texCoord;\n" \
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+"varying vec2 v_texCoord;\n" \
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+"varying vec4 v_color;\n" \
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+"\n" \
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+"void main()\n" \
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+"{\n" \
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+" v_texCoord = a_texCoord;\n" \
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+" gl_Position = u_projection * vec4(a_position, 0.0, 1.0);\n" \
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+" gl_PointSize = 1.0;\n" \
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+" v_color = a_color;\n" \
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+"}\n" \
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+;
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+
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+static const char GLES2_Fragment_Solid[] = \
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+"varying mediump vec4 v_color;\n" \
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+"\n" \
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+"void main()\n" \
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+"{\n" \
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+" gl_FragColor = v_color;\n" \
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+"}\n" \
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+;
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+
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+static const char GLES2_Fragment_TextureABGR[] = \
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+"uniform sampler2D u_texture;\n" \
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+"varying mediump vec4 v_color;\n" \
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+"varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" \
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+"\n" \
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+"void main()\n" \
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+"{\n" \
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+" gl_FragColor = texture2D(u_texture, v_texCoord);\n" \
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+" gl_FragColor *= v_color;\n" \
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+"}\n" \
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+;
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/* ARGB to ABGR conversion */
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-static const char GLES2_Fragment_TextureARGB[] = " \
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- uniform sampler2D u_texture; \
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- varying mediump vec4 v_color;\n\
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- varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n\
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- \
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- void main() \
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- { \
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- mediump vec4 abgr = texture2D(u_texture, v_texCoord); \
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- gl_FragColor = abgr; \
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- gl_FragColor.r = abgr.b; \
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- gl_FragColor.b = abgr.r; \
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- gl_FragColor *= v_color; \
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- } \
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-";
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+static const char GLES2_Fragment_TextureARGB[] = \
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+"uniform sampler2D u_texture;\n" \
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+"varying mediump vec4 v_color;\n" \
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+"varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" \
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+"\n" \
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+"void main()\n" \
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+"{\n" \
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+" mediump vec4 abgr = texture2D(u_texture, v_texCoord);\n" \
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+" gl_FragColor = abgr;\n" \
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+" gl_FragColor.r = abgr.b;\n" \
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+" gl_FragColor.b = abgr.r;\n" \
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+" gl_FragColor *= v_color;\n" \
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+"}\n" \
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+;
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/* RGB to ABGR conversion */
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-static const char GLES2_Fragment_TextureRGB[] = " \
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- uniform sampler2D u_texture; \
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- varying mediump vec4 v_color;\n\
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- varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n\
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- \
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- void main() \
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- { \
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- mediump vec4 abgr = texture2D(u_texture, v_texCoord); \
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- gl_FragColor = abgr; \
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- gl_FragColor.r = abgr.b; \
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- gl_FragColor.b = abgr.r; \
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- gl_FragColor.a = 1.0; \
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- gl_FragColor *= v_color; \
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- } \
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-";
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+static const char GLES2_Fragment_TextureRGB[] = \
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+"uniform sampler2D u_texture;\n" \
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+"varying mediump vec4 v_color;\n" \
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+"varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" \
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+"\n" \
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+"void main()\n" \
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+"{\n" \
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+" mediump vec4 abgr = texture2D(u_texture, v_texCoord);\n" \
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+" gl_FragColor = abgr;\n" \
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+" gl_FragColor.r = abgr.b;\n" \
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+" gl_FragColor.b = abgr.r;\n" \
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+" gl_FragColor.a = 1.0;\n" \
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+" gl_FragColor *= v_color;\n" \
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+"}\n" \
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+;
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/* BGR to ABGR conversion */
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-static const char GLES2_Fragment_TextureBGR[] = " \
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- uniform sampler2D u_texture; \
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- varying mediump vec4 v_color;\n\
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- varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n\
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- \
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- void main() \
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- { \
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- mediump vec4 abgr = texture2D(u_texture, v_texCoord); \
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- gl_FragColor = abgr; \
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- gl_FragColor.a = 1.0; \
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- gl_FragColor *= v_color; \
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- } \
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-";
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+static const char GLES2_Fragment_TextureBGR[] = \
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+"uniform sampler2D u_texture;\n" \
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+"varying mediump vec4 v_color;\n" \
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+"varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" \
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+"\n" \
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+"void main()\n" \
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+"{\n" \
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+" mediump vec4 abgr = texture2D(u_texture, v_texCoord);\n" \
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+" gl_FragColor = abgr;\n" \
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+" gl_FragColor.a = 1.0;\n" \
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+" gl_FragColor *= v_color;\n" \
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+"}\n" \
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+;
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#if SDL_HAVE_YUV
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@@ -154,6 +159,7 @@ static const char GLES2_Fragment_TextureBGR[] = " \
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"const mat3 matrix = mat3( 1, 1, 1,\n" \
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" 0, -0.3441, 1.772,\n" \
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" 1.402, -0.7141, 0);\n" \
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+"\n" \
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#define BT601_SHADER_CONSTANTS \
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"// YUV offset \n" \
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@@ -163,6 +169,7 @@ static const char GLES2_Fragment_TextureBGR[] = " \
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"const mat3 matrix = mat3( 1.1644, 1.1644, 1.1644,\n" \
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" 0, -0.3918, 2.0172,\n" \
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" 1.596, -0.813, 0);\n" \
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+"\n" \
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#define BT709_SHADER_CONSTANTS \
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"// YUV offset \n" \
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@@ -172,6 +179,7 @@ static const char GLES2_Fragment_TextureBGR[] = " \
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"const mat3 matrix = mat3( 1.1644, 1.1644, 1.1644,\n" \
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" 0, -0.2132, 2.1124,\n" \
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" 1.7927, -0.5329, 0);\n" \
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+"\n" \
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#define YUV_SHADER_PROLOGUE \
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@@ -183,7 +191,6 @@ static const char GLES2_Fragment_TextureBGR[] = " \
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"\n" \
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#define YUV_SHADER_BODY \
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-"\n" \
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"void main()\n" \
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"{\n" \
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" mediump vec3 yuv;\n" \
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@@ -204,7 +211,6 @@ static const char GLES2_Fragment_TextureBGR[] = " \
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"}" \
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#define NV12_RA_SHADER_BODY \
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-"\n" \
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"void main()\n" \
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"{\n" \
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" mediump vec3 yuv;\n" \
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@@ -224,7 +230,6 @@ static const char GLES2_Fragment_TextureBGR[] = " \
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"}" \
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#define NV12_RG_SHADER_BODY \
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-"\n" \
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"void main()\n" \
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"{\n" \
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" mediump vec3 yuv;\n" \
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@@ -244,7 +249,6 @@ static const char GLES2_Fragment_TextureBGR[] = " \
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"}" \
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#define NV21_SHADER_BODY \
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-"\n" \
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"void main()\n" \
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"{\n" \
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" mediump vec3 yuv;\n" \
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@@ -326,20 +330,21 @@ static const char GLES2_Fragment_TextureNV21BT709[] = \
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#endif
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/* Custom Android video format texture */
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-static const char GLES2_Fragment_TextureExternalOES_Prologue[] = " \
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- #extension GL_OES_EGL_image_external : require\n\
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-";
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-static const char GLES2_Fragment_TextureExternalOES[] = " \
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- uniform samplerExternalOES u_texture; \
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- varying mediump vec4 v_color; \
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- varying SDL_TEXCOORD_PRECISION vec2 v_texCoord; \
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- \
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- void main() \
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- { \
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- gl_FragColor = texture2D(u_texture, v_texCoord); \
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- gl_FragColor *= v_color; \
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- } \
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-";
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+static const char GLES2_Fragment_TextureExternalOES_Prologue[] = \
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+"#extension GL_OES_EGL_image_external : require\n" \
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+"\n" \
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+;
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+static const char GLES2_Fragment_TextureExternalOES[] = \
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+"uniform samplerExternalOES u_texture;\n" \
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+"varying mediump vec4 v_color;\n" \
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+"varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" \
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+"\n" \
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+"void main()\n" \
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+"{\n" \
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+" gl_FragColor = texture2D(u_texture, v_texCoord);\n" \
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+" gl_FragColor *= v_color;\n" \
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+"}\n" \
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+;
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/*************************************************************************************************
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