// TODO: Multiple texture coordinate will be supported.
INPUT mediump vec2 vUV;
-INPUT lowp mat3 vTBN;
+INPUT highp mat3 vTBN;
INPUT lowp vec4 vColor;
INPUT highp vec3 vPositionToCamera;
INPUT highp vec3 positionFromLightView;
{
UNIFORM lowp vec4 uColor;
};
-INPUT flat float vColor;
+FLAT INPUT float vColor;
void main()
{
};
INPUT vec3 aPosition;
INPUT float aColor;
-OUTPUT flat float vColor;
+FLAT OUTPUT float vColor;
void main()
{
#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) || defined(IS_REQUIRED_BLUR)
INPUT highp vec2 vPosition;
-INPUT flat highp vec2 vRectSize;
-INPUT flat highp vec2 vOptRectSize;
-INPUT flat highp float vAliasMargin;
+FLAT INPUT highp vec2 vRectSize;
+FLAT INPUT highp vec2 vOptRectSize;
+FLAT INPUT highp float vAliasMargin;
#ifdef IS_REQUIRED_ROUNDED_CORNER
-INPUT flat highp vec4 vCornerRadius;
+FLAT INPUT highp vec4 vCornerRadius;
#endif
#endif
#if defined(IS_REQUIRED_CUTOUT)
INPUT highp vec2 vPositionFromCenter;
#if defined(IS_REQUIRED_ROUNDED_CORNER)
-INPUT flat highp vec4 vCutoutCornerRadius;
+FLAT INPUT highp vec4 vCutoutCornerRadius;
#endif
#endif
INPUT mediump vec2 aPosition;
#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE) || defined(IS_REQUIRED_BLUR)
OUTPUT highp vec2 vPosition;
-OUTPUT flat highp vec2 vRectSize;
-OUTPUT flat highp vec2 vOptRectSize;
-OUTPUT flat highp float vAliasMargin;
+FLAT OUTPUT highp vec2 vRectSize;
+FLAT OUTPUT highp vec2 vOptRectSize;
+FLAT OUTPUT highp float vAliasMargin;
#ifdef IS_REQUIRED_ROUNDED_CORNER
-OUTPUT flat highp vec4 vCornerRadius;
+FLAT OUTPUT highp vec4 vCornerRadius;
#endif
#endif
#if defined(IS_REQUIRED_CUTOUT)
OUTPUT highp vec2 vPositionFromCenter;
#if defined(IS_REQUIRED_ROUNDED_CORNER)
-OUTPUT flat highp vec4 vCutoutCornerRadius;
+FLAT OUTPUT highp vec4 vCutoutCornerRadius;
#endif
#endif
INPUT mediump vec2 vTexCoord;
#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
INPUT highp vec2 vPosition;
-INPUT flat highp vec2 vRectSize;
-INPUT flat highp vec2 vOptRectSize;
-INPUT flat highp float vAliasMargin;
+FLAT INPUT highp vec2 vRectSize;
+FLAT INPUT highp vec2 vOptRectSize;
+FLAT INPUT highp float vAliasMargin;
#ifdef IS_REQUIRED_ROUNDED_CORNER
-INPUT flat highp vec4 vCornerRadius;
+FLAT INPUT highp vec4 vCornerRadius;
#endif
#endif
OUTPUT mediump vec2 vTexCoord;
#if defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
OUTPUT highp vec2 vPosition;
-OUTPUT flat highp vec2 vRectSize;
-OUTPUT flat highp vec2 vOptRectSize;
-OUTPUT flat highp float vAliasMargin;
+FLAT OUTPUT highp vec2 vRectSize;
+FLAT OUTPUT highp vec2 vOptRectSize;
+FLAT OUTPUT highp float vAliasMargin;
#ifdef IS_REQUIRED_ROUNDED_CORNER
-OUTPUT flat highp vec4 vCornerRadius;
+FLAT OUTPUT highp vec4 vCornerRadius;
#endif
#endif
+//@name image-visual-shader.frag
+
//@version 100
INPUT mediump vec2 vTexCoord;
#if defined(IS_REQUIRED_DEBUG_VISUAL_SHADER) || defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
INPUT highp vec2 vPosition;
-INPUT flat highp vec2 vRectSize;
-INPUT flat highp vec2 vOptRectSize;
-INPUT flat highp float vAliasMargin;
+FLAT INPUT highp vec2 vRectSize;
+FLAT INPUT highp vec2 vOptRectSize;
+FLAT INPUT highp float vAliasMargin;
#ifdef IS_REQUIRED_ROUNDED_CORNER
-INPUT flat highp vec4 vCornerRadius;
+FLAT INPUT highp vec4 vCornerRadius;
#endif
#endif
#ifdef IS_REQUIRED_DEBUG_VISUAL_SHADER
}
#endif
- lowp float y = texture(sTexture, texCoord).r;
- lowp float u = texture(sTextureU, texCoord).r - 0.5;
- lowp float v = texture(sTextureV, texCoord).r - 0.5;
+ lowp float y = TEXTURE(sTexture, texCoord).r;
+ lowp float u = TEXTURE(sTextureU, texCoord).r - 0.5;
+ lowp float v = TEXTURE(sTextureV, texCoord).r - 0.5;
lowp vec4 rgba;
rgba.r = y + (1.403 * v);
rgba.g = y - (0.344 * u) - (0.714 * v);
+//@name image-visual-shader.vert
+
//@version 100
INPUT mediump vec2 aPosition;
OUTPUT mediump vec2 vTexCoord;
#if defined(IS_REQUIRED_DEBUG_VISUAL_SHADER) || defined(IS_REQUIRED_ROUNDED_CORNER) || defined(IS_REQUIRED_BORDERLINE)
OUTPUT highp vec2 vPosition;
-OUTPUT flat highp vec2 vRectSize;
-OUTPUT flat highp vec2 vOptRectSize;
-OUTPUT flat highp float vAliasMargin;
+FLAT OUTPUT highp vec2 vRectSize;
+FLAT OUTPUT highp vec2 vOptRectSize;
+FLAT OUTPUT highp float vAliasMargin;
#ifdef IS_REQUIRED_ROUNDED_CORNER
-OUTPUT flat highp vec4 vCornerRadius;
+FLAT OUTPUT highp vec4 vCornerRadius;
#endif
#endif