Removes old gui_* materials, replaced by a single canvas2d material.
This was SVN commit r25714.
This commit is contained in:
parent
7d039f2627
commit
e0b492a83a
@ -1,15 +0,0 @@
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!!ARBfp1.0
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TEMP tex_color;
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TEX tex_color, fragment.texcoord[0], texture[0], 2D;
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PARAM add_color = program.local[1];
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TEMP color;
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MOV color, add_color;
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MAD color.rgb, color, tex_color.a, tex_color;
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MOV color.a, tex_color.a;
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MOV result.color, color;
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END
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@ -1,16 +0,0 @@
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!!ARBvp1.0
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PARAM transform[4] = { program.local[0..3] };
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TEMP position;
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DP4 position.x, transform[0], vertex.position;
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DP4 position.y, transform[1], vertex.position;
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DP4 position.z, transform[2], vertex.position;
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MOV position.w, 1.0;
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MOV result.position, position;
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MOV result.texcoord[0], vertex.texcoord[0];
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END
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@ -1,15 +0,0 @@
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<?xml version="1.0" encoding="utf-8"?>
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<program type="arb">
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<vertex file="arb/gui_add.vp">
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<stream name="pos"/>
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<stream name="uv0"/>
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<uniform name="transform" loc="0" type="mat4"/>
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</vertex>
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<fragment file="arb/gui_add.fp">
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<uniform name="tex" loc="0" type="sampler2D"/>
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<uniform name="color" loc="1" type="vec4"/>
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</fragment>
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</program>
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@ -1,5 +0,0 @@
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!!ARBfp1.0
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TEX result.color, fragment.texcoord[0], texture[0], 2D;
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END
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@ -1,16 +0,0 @@
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!!ARBvp1.0
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PARAM transform[4] = { program.local[0..3] };
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TEMP position;
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DP4 position.x, transform[0], vertex.position;
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DP4 position.y, transform[1], vertex.position;
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DP4 position.z, transform[2], vertex.position;
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MOV position.w, 1.0;
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MOV result.position, position;
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MOV result.texcoord[0], vertex.texcoord[0];
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END
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@ -1,14 +0,0 @@
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<?xml version="1.0" encoding="utf-8"?>
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<program type="arb">
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<vertex file="arb/gui_basic.vp">
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<stream name="pos"/>
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<stream name="uv0"/>
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<uniform name="transform" loc="0" type="mat4"/>
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</vertex>
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<fragment file="arb/gui_basic.fp">
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<uniform name="tex" loc="0" type="sampler2D"/>
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</fragment>
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</program>
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@ -1,18 +0,0 @@
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!!ARBfp1.0
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TEMP tex_color;
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TEX tex_color, fragment.texcoord[0], texture[0], 2D;
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TEMP grayscale;
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MOV grayscale.r, 0.3;
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MOV grayscale.g, 0.59;
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MOV grayscale.b, 0.11;
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MOV grayscale.a, 0.0;
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TEMP color;
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DP3 color.rgb, tex_color, grayscale;
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MOV color.a, tex_color.a;
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MOV result.color, color;
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END
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@ -1,16 +0,0 @@
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!!ARBvp1.0
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PARAM transform[4] = { program.local[0..3] };
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TEMP position;
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DP4 position.x, transform[0], vertex.position;
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DP4 position.y, transform[1], vertex.position;
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DP4 position.z, transform[2], vertex.position;
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MOV position.w, 1.0;
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MOV result.position, position;
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MOV result.texcoord[0], vertex.texcoord[0];
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END
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<?xml version="1.0" encoding="utf-8"?>
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<program type="arb">
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<vertex file="arb/gui_grayscale.vp">
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<stream name="pos"/>
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<stream name="uv0"/>
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<uniform name="transform" loc="0" type="mat4"/>
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</vertex>
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<fragment file="arb/gui_grayscale.fp">
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<uniform name="tex" loc="0" type="sampler2D"/>
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</fragment>
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</program>
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!!ARBfp1.0
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PARAM color = program.local[0];
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MOV result.color, color;
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END
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!!ARBvp1.0
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PARAM transform[4] = { program.local[0..3] };
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TEMP position;
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DP4 position.x, transform[0], vertex.position;
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DP4 position.y, transform[1], vertex.position;
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DP4 position.z, transform[2], vertex.position;
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MOV position.w, 1.0;
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MOV result.position, position;
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END
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<?xml version="1.0" encoding="utf-8"?>
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<program type="arb">
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<vertex file="arb/gui_solid.vp">
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<uniform name="transform" loc="0" type="mat4"/>
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<stream name="pos"/>
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</vertex>
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<fragment file="arb/gui_solid.fp">
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<uniform name="color" loc="0" type="vec4"/>
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</fragment>
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</program>
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!!ARBfp1.0
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TEMP tex_color;
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TEX tex_color, fragment.texcoord[0], texture[0], 2D;
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PARAM add_color = program.local[1];
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TEMP color;
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MOV color, add_color;
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MUL color.a, color.a, tex_color.a;
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MOV result.color, color;
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END
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!!ARBvp1.0
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PARAM transform[4] = { program.local[0..3] };
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TEMP position;
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DP4 position.x, transform[0], vertex.position;
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DP4 position.y, transform[1], vertex.position;
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DP4 position.z, transform[2], vertex.position;
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MOV position.w, 1.0;
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MOV result.position, position;
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MOV result.texcoord[0], vertex.texcoord[0];
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END
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<?xml version="1.0" encoding="utf-8"?>
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<program type="arb">
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<vertex file="arb/gui_solid_mask.vp">
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<stream name="pos"/>
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<stream name="uv0"/>
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<uniform name="transform" loc="0" type="mat4"/>
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</vertex>
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<fragment file="arb/gui_solid_mask.fp">
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<uniform name="tex" loc="0" type="sampler2D"/>
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<uniform name="color" loc="1" type="vec4"/>
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</fragment>
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</program>
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!!ARBfp1.0
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TEMP tex_color;
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TEX tex_color, fragment.texcoord[0], texture[0], 2D;
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PARAM add_color = program.local[1];
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PARAM mul_color = program.local[2];
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TEMP color;
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ADD color, tex_color, add_color;
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MUL color, color, mul_color;
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MOV result.color, color;
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END
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!!ARBvp1.0
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PARAM transform[4] = { program.local[0..3] };
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TEMP position;
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DP4 position.x, transform[0], vertex.position;
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DP4 position.y, transform[1], vertex.position;
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DP4 position.z, transform[2], vertex.position;
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MOV position.w, 1.0;
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MOV result.position, position;
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MOV result.texcoord[0], vertex.texcoord[0];
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END
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<?xml version="1.0" encoding="utf-8"?>
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<program type="arb">
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<vertex file="arb/gui_text.vp">
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<stream name="pos"/>
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<stream name="uv0"/>
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<uniform name="transform" loc="0" type="mat4"/>
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</vertex>
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<fragment file="arb/gui_text.fp">
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<uniform name="tex" loc="0" type="sampler2D"/>
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<uniform name="colorAdd" loc="1" type="vec4"/>
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<uniform name="colorMul" loc="2" type="vec4"/>
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</fragment>
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</program>
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<?xml version="1.0" encoding="utf-8"?>
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<effect>
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<technique>
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<require shaders="arb"/>
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<pass shader="arb/gui_add"/>
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</technique>
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<technique>
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<require shaders="glsl"/>
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<pass shader="glsl/gui_add"/>
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</technique>
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</effect>
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<?xml version="1.0" encoding="utf-8"?>
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<effect>
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<technique>
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<require shaders="arb"/>
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<pass shader="arb/gui_basic"/>
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</technique>
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<technique>
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<require shaders="glsl"/>
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<pass shader="glsl/gui_basic"/>
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</technique>
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</effect>
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<?xml version="1.0" encoding="utf-8"?>
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<effect>
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<technique>
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<require shaders="arb"/>
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<pass shader="arb/gui_grayscale"/>
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</technique>
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<technique>
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<require shaders="glsl"/>
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<pass shader="glsl/gui_grayscale"/>
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</technique>
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</effect>
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<?xml version="1.0" encoding="utf-8"?>
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<effect>
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<technique>
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<require shaders="arb"/>
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<pass shader="arb/gui_solid"/>
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</technique>
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<technique>
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<require shaders="glsl"/>
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<pass shader="glsl/gui_solid"/>
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</technique>
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</effect>
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<?xml version="1.0" encoding="utf-8"?>
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<effect>
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<technique>
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<require shaders="arb"/>
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<pass shader="arb/gui_solid_mask"/>
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</technique>
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<technique>
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<require shaders="glsl"/>
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<pass shader="glsl/gui_solid_mask"/>
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</technique>
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</effect>
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<?xml version="1.0" encoding="utf-8"?>
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<effect>
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<technique>
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<require shaders="arb"/>
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<pass shader="arb/gui_text">
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<blend src="src_alpha" dst="one_minus_src_alpha"/>
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</pass>
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</technique>
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<technique>
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<require shaders="glsl"/>
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<pass shader="glsl/gui_text">
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<blend src="src_alpha" dst="one_minus_src_alpha"/>
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</pass>
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</technique>
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</effect>
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#version 110
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uniform sampler2D tex;
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uniform vec4 color;
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varying vec2 v_tex;
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void main()
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{
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vec4 t = texture2D(tex, v_tex);
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gl_FragColor.rgb = t.rgb + color.rgb * t.a;
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gl_FragColor.a = t.a;
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}
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#version 110
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uniform mat4 transform;
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varying vec2 v_tex;
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attribute vec3 a_vertex;
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attribute vec2 a_uv0;
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void main()
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{
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gl_Position = transform * vec4(a_vertex, 1.0);
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v_tex = a_uv0;
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}
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<?xml version="1.0" encoding="utf-8"?>
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<program type="glsl">
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<vertex file="glsl/gui_add.vs">
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<stream name="pos"/>
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<stream name="uv0"/>
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<attrib name="a_vertex" semantics="gl_Vertex"/>
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<attrib name="a_uv0" semantics="gl_MultiTexCoord0"/>
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</vertex>
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<fragment file="glsl/gui_add.fs"/>
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</program>
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#version 110
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uniform sampler2D tex;
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varying vec2 v_tex;
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void main()
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{
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gl_FragColor = texture2D(tex, v_tex);
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}
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#version 110
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uniform mat4 transform;
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varying vec2 v_tex;
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attribute vec3 a_vertex;
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attribute vec2 a_uv0;
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void main()
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{
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gl_Position = transform * vec4(a_vertex, 1.0);
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v_tex = a_uv0;
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}
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<?xml version="1.0" encoding="utf-8"?>
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<program type="glsl">
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<vertex file="glsl/gui_basic.vs">
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<stream name="pos"/>
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<stream name="uv0"/>
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<attrib name="a_vertex" semantics="gl_Vertex"/>
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<attrib name="a_uv0" semantics="gl_MultiTexCoord0"/>
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</vertex>
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<fragment file="glsl/gui_basic.fs"/>
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</program>
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#version 110
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uniform sampler2D tex;
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varying vec2 v_tex;
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void main()
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{
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vec4 t = texture2D(tex, v_tex);
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gl_FragColor.rgb = vec3(dot(t.rgb, vec3(0.3, 0.59, 0.11)));
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gl_FragColor.a = t.a;
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}
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#version 110
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uniform mat4 transform;
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varying vec2 v_tex;
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attribute vec3 a_vertex;
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attribute vec2 a_uv0;
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void main()
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{
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gl_Position = transform * vec4(a_vertex, 1.0);
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v_tex = a_uv0;
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}
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<?xml version="1.0" encoding="utf-8"?>
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<program type="glsl">
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<vertex file="glsl/gui_grayscale.vs">
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<stream name="pos"/>
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<stream name="uv0"/>
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<attrib name="a_vertex" semantics="gl_Vertex"/>
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<attrib name="a_uv0" semantics="gl_MultiTexCoord0"/>
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</vertex>
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<fragment file="glsl/gui_grayscale.fs"/>
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</program>
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#version 110
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uniform vec4 color;
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void main()
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{
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gl_FragColor = color;
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}
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#version 110
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uniform mat4 transform;
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attribute vec3 a_vertex;
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void main()
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{
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gl_Position = transform * vec4(a_vertex, 1.0);
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}
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<?xml version="1.0" encoding="utf-8"?>
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<program type="glsl">
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<vertex file="glsl/gui_solid.vs">
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<stream name="pos"/>
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<attrib name="a_vertex" semantics="gl_Vertex"/>
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</vertex>
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<fragment file="glsl/gui_solid.fs"/>
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</program>
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#version 110
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uniform sampler2D tex;
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uniform vec4 color;
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varying vec2 v_tex;
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void main()
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{
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vec4 t = texture2D(tex, v_tex);
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gl_FragColor.rgb = color.rgb;
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gl_FragColor.a = t.a*color.a;
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}
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#version 110
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uniform mat4 transform;
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varying vec2 v_tex;
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attribute vec3 a_vertex;
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attribute vec2 a_uv0;
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void main()
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{
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gl_Position = transform * vec4(a_vertex, 1.0);
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v_tex = a_uv0;
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}
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<?xml version="1.0" encoding="utf-8"?>
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<program type="glsl">
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|
||||
<vertex file="glsl/gui_solid_mask.vs">
|
||||
<stream name="pos"/>
|
||||
<stream name="uv0"/>
|
||||
<attrib name="a_vertex" semantics="gl_Vertex"/>
|
||||
<attrib name="a_uv0" semantics="gl_MultiTexCoord0"/>
|
||||
</vertex>
|
||||
|
||||
<fragment file="glsl/gui_solid_mask.fs"/>
|
||||
|
||||
</program>
|
@ -1,12 +0,0 @@
|
||||
#version 110
|
||||
|
||||
uniform vec4 colorAdd;
|
||||
uniform vec4 colorMul;
|
||||
uniform sampler2D tex;
|
||||
|
||||
varying vec2 v_texcoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = (texture2D(tex, v_texcoord) + colorAdd) * colorMul;
|
||||
}
|
@ -1,14 +0,0 @@
|
||||
#version 110
|
||||
|
||||
uniform mat4 transform;
|
||||
|
||||
varying vec2 v_texcoord;
|
||||
|
||||
attribute vec3 a_vertex;
|
||||
attribute vec2 a_uv0;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = transform * vec4(a_vertex, 1.0);
|
||||
v_texcoord = a_uv0;
|
||||
}
|
@ -1,13 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<program type="glsl">
|
||||
|
||||
<vertex file="glsl/gui_text.vs">
|
||||
<stream name="pos"/>
|
||||
<stream name="uv0"/>
|
||||
<attrib name="a_vertex" semantics="gl_Vertex"/>
|
||||
<attrib name="a_uv0" semantics="gl_MultiTexCoord0"/>
|
||||
</vertex>
|
||||
|
||||
<fragment file="glsl/gui_text.fs"/>
|
||||
|
||||
</program>
|
@ -107,12 +107,6 @@ X(fogColor)
|
||||
X(fogParams)
|
||||
X(foreground_overlay)
|
||||
X(grayscaleFactor)
|
||||
X(gui_add)
|
||||
X(gui_basic)
|
||||
X(gui_grayscale)
|
||||
X(gui_solid)
|
||||
X(gui_solid_mask)
|
||||
X(gui_text)
|
||||
X(hdr)
|
||||
X(height)
|
||||
X(instancingTransform)
|
||||
|
Loading…
Reference in New Issue
Block a user