added background shader and began on implementing bloom shader
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17b65ed5d6
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686d6c3e9b
175
android/assets/shaders/bg_frag.glsl
Executable file
175
android/assets/shaders/bg_frag.glsl
Executable file
@ -0,0 +1,175 @@
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform float time;
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uniform vec2 mouse;
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uniform vec2 resolution;
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#define iterations 14
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#define formuparam2 0.79
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#define volsteps 5
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#define stepsize 0.290
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#define zoom 0.900
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#define tile 0.850
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#define speed2 0.10
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#define brightness 0.003
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#define darkmatter 0.400
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#define distfading 0.560
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#define saturation 0.800
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#define transverseSpeed zoom*2.0
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#define cloud 0.11
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float triangle(float x, float a) {
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float output2 = 2.0*abs( 2.0* ( (x/a) - floor( (x/a) + 0.5) ) ) - 1.0;
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return output2;
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}
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float field(in vec3 p) {
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float strength = 7. + .03 * log(1.e-6 + fract(sin(time) * 4373.11));
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float accum = 0.;
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float prev = 0.;
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float tw = 0.;
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for (int i = 0; i < 6; ++i) {
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float mag = dot(p, p);
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p = abs(p) / mag + vec3(-.5, -.8 + 0.1*sin(time*0.7 + 2.0), -1.1+0.3*cos(time*0.3));
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float w = exp(-float(i) / 7.);
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accum += w * exp(-strength * pow(abs(mag - prev), 2.3));
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tw += w;
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prev = mag;
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}
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return max(0., 5. * accum / tw - .7);
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}
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void main() {
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vec2 uv2 = 2. * gl_FragCoord.xy / vec2(512) - 1.;
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vec2 uvs = uv2 * vec2(512) / 512.;
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float time2 = time;
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float speed = speed2;
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speed = .01 * cos(time2*0.002 + 3.1415926/4.0);
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//speed = 0.0;
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float formuparam = formuparam2;
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//get coords and direction
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vec2 uv = uvs;
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//mouse rotation
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float a_xz = 0.9;
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float a_yz = -.6;
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float a_xy = 0.9 + time*0.08;
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mat2 rot_xz = mat2(cos(a_xz),sin(a_xz),-sin(a_xz),cos(a_xz));
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mat2 rot_yz = mat2(cos(a_yz),sin(a_yz),-sin(a_yz),cos(a_yz));
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mat2 rot_xy = mat2(cos(a_xy),sin(a_xy),-sin(a_xy),cos(a_xy));
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float v2 =1.0;
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vec3 dir=vec3(uv*zoom,1.);
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vec3 from=vec3(0.0, 0.0,0.0);
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from.x -= 1.;
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from.y -= 1.;
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vec3 forward = vec3(0.,0.,1.);
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from.x += transverseSpeed*(1.0)*cos(0.001*time);
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from.y += transverseSpeed*(1.0)*sin(0.001*time);
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from.z += 0.003*time;
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dir.xy*=rot_xy;
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forward.xy *= rot_xy;
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dir.xz*=rot_xz;
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forward.xz *= rot_xz;
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dir.yz*= rot_yz;
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forward.yz *= rot_yz;
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from.xy*=-rot_xy;
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from.xz*=rot_xz;
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from.yz*= rot_yz;
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//zoom
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float zooom = (time2-3311.)*speed;
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from += forward* zooom;
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float sampleShift = mod( zooom, stepsize );
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float zoffset = -sampleShift;
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sampleShift /= stepsize; // make from 0 to 1
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//volumetric rendering
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float s=0.24;
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float s3 = s + stepsize/2.0;
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vec3 v=vec3(0.);
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float t3 = 0.0;
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vec3 backCol2 = vec3(0.);
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for (int r=0; r<volsteps; r++) {
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vec3 p2=from+(s+zoffset)*dir;// + vec3(0.,0.,zoffset);
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vec3 p3=from+(s3+zoffset)*dir;// + vec3(0.,0.,zoffset);
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p2 = abs(vec3(tile)-mod(p2,vec3(tile*2.))); // tiling fold
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p3 = abs(vec3(tile)-mod(p3,vec3(tile*2.))); // tiling fold
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#ifdef cloud
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t3 = field(p3);
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#endif
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float pa,a=pa=0.;
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for (int i=0; i<iterations; i++) {
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p2=abs(p2)/dot(p2,p2)-formuparam; // the magic formula
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//p=abs(p)/max(dot(p,p),0.005)-formuparam; // another interesting way to reduce noise
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float D = abs(length(p2)-pa); // absolute sum of average change
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a += i > 7 ? min( 12., D) : D;
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pa=length(p2);
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}
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//float dm=max(0.,darkmatter-a*a*.001); //dark matter
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a*=a*a; // add contrast
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//if (r>3) fade*=1.-dm; // dark matter, don't render near
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// brightens stuff up a bit
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float s1 = s+zoffset;
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// need closed form expression for this, now that we shift samples
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float fade = pow(distfading,max(0.,float(r)-sampleShift));
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//t3 += fade;
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v+=fade;
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//backCol2 -= fade;
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// fade out samples as they approach the camera
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if( r == 0 )
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fade *= (1. - (sampleShift));
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// fade in samples as they approach from the distance
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if( r == volsteps-1 )
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fade *= sampleShift;
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v+=vec3(s1,s1*s1,s1*s1*s1*s1)*a*brightness*fade; // coloring based on distance
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backCol2 += mix(.4, 1., v2) * vec3(1.8 * t3 * t3 * t3, 1.4 * t3 * t3, t3) * fade;
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s+=stepsize;
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s3 += stepsize;
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}
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v=mix(vec3(length(v)),v,saturation); //color adjust
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vec4 forCol2 = vec4(v*.01,1.);
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#ifdef cloud
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backCol2 *= cloud;
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#endif
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backCol2.b *= 1.8;
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backCol2.r *= 0.05;
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backCol2.b = 0.5*mix(backCol2.g, backCol2.b, 0.8);
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backCol2.g = 0.0;
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backCol2.bg = mix(backCol2.gb, backCol2.bg, 0.5*(cos(time*0.01) + 1.0));
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gl_FragColor = forCol2 + vec4(backCol2, 1.0);
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}
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12
android/assets/shaders/bg_vert.glsl
Executable file
12
android/assets/shaders/bg_vert.glsl
Executable file
@ -0,0 +1,12 @@
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attribute vec4 a_position;
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attribute vec4 a_color;
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attribute vec2 a_texCoord0;
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uniform mat4 u_projTrans;
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varying vec2 vTexCoord;
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void main() {
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vTexCoord = a_texCoord0;
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gl_Position = u_projTrans * a_position;
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}
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33
android/assets/shaders/glow_frag.glsl
Executable file
33
android/assets/shaders/glow_frag.glsl
Executable file
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uniform sampler2D u_texture;
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uniform vec2 vTexCoord;
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void main()
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{
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vec4 sum = vec4(0);
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vec2 texcoord = vTexCoord;
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int j;
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int i;
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for( i= -4 ;i < 4; i++)
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{
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for (j = -3; j < 3; j++)
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{
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sum += texture2D(u_texture, texcoord + vec2(j, i)*0.004) * 0.25;
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}
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}
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if (texture2D(u_texture, texcoord).r < 0.3)
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{
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gl_FragColor = sum*sum*0.012 + texture2D(u_texture, texcoord);
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}
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else
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{
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if (texture2D(u_texture, texcoord).r < 0.5)
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{
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gl_FragColor = sum*sum*0.009 + texture2D(u_texture, texcoord);
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}
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else
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{
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gl_FragColor = sum*sum*0.0075 + texture2D(u_texture, texcoord);
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}
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}
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}
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android/assets/shaders/glow_vert.glsl
Executable file
12
android/assets/shaders/glow_vert.glsl
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attribute vec4 a_position;
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attribute vec4 a_color;
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attribute vec2 a_texCoord0;
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uniform mat4 u_projTrans;
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varying vec2 vTexCoord;
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void main() {
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vTexCoord = a_texCoord0;
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gl_Position = u_projTrans * a_position;
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}
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@ -78,7 +78,7 @@ public class GamePlayArea extends Stage {
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if (prefs.getBoolean("bg shader")) {
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Gdx.app.debug("Shader", "using background shader");
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bgShader = new ShaderProgram(Gdx.files.internal("shaders/star_vert.glsl").readString(), Gdx.files.internal("shaders/star_frag.glsl").readString());
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bgShader = new ShaderProgram(Gdx.files.internal("shaders/bg_vert.glsl").readString(), Gdx.files.internal("shaders/bg_frag.glsl").readString());
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if (!bgShader.isCompiled()) {
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System.err.println(bgShader.getLog());
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