40 lines
		
	
	
		
			725 B
		
	
	
	
		
			GLSL
		
	
	
	
			
		
		
	
	
			40 lines
		
	
	
		
			725 B
		
	
	
	
		
			GLSL
		
	
	
	
#version 150
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#ifdef GL_ARB_texture_query_lod
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#extension GL_ARB_texture_query_lod : enable
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#endif
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#ifdef GL_ARB_gpu_shader5
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#extension GL_ARB_gpu_shader5 : enable
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#endif
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#ifdef GL_ES
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precision highp float;
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#endif
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in vec2 vUV; // vert->frag
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out vec4 color; // frag->fb
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#define UV vUV
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#define bias 1.5
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#define TEX 128.0
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#define offset ivec2(1,1)
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uniform highp sampler2DShadow sampler;
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uniform int funct;
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void main (void)
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{
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    switch (funct)
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    {
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    case 0:
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        ivec2 iv2 = textureSize(sampler, 0);
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#ifdef GL_ARB_texture_query_lod
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        vec2 fv2 = textureQueryLOD(sampler, vec2(0.0, 0.0));
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#endif
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		color = vec4(iv2,fv2);
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        break;
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    default:
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        color = vec4(1.0, 1.0, 1.0, 1.0);
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        break;
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    }
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}
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