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updated to latest mobile-common branch of Löve
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@@ -1310,7 +1310,7 @@ do
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#define TransformProjectionMatrix gl_ModelViewProjectionMatrix
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#define NormalMatrix gl_NormalMatrix
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uniform sampler2D _tex0_;
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uniform vec2 love_ScreenParams;]]
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uniform vec4 love_ScreenSize;]]
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GLSLES.UNIFORMS = [[
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uniform mat4 TransformMatrix;
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@@ -1319,7 +1319,7 @@ uniform mat4 TransformProjectionMatrix;
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// uniform mat4 NormalMatrix;
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uniform float love_PointSize;
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uniform sampler2D _tex0_;
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uniform vec2 love_ScreenParams;]]
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uniform vec4 love_ScreenSize;]]
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GLSL.VERTEX = {
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HEADER = [[
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@@ -1390,7 +1390,7 @@ void main() {
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float dummy = texture2D(_tex0_, vec2(.5)).r;
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// See Shader::checkSetScreenParams in Shader.cpp.
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vec2 pixelcoord = vec2(gl_FragCoord.x, (gl_FragCoord.y * love_ScreenParams[0]) + love_ScreenParams[1]);
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vec2 pixelcoord = vec2(gl_FragCoord.x, (gl_FragCoord.y * love_ScreenSize.z) + love_ScreenSize.w);
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gl_FragColor = effect(VaryingColor, _tex0_, VaryingTexCoord.st, pixelcoord);
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}]],
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@@ -1401,7 +1401,7 @@ void main() {
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float dummy = texture2D(_tex0_, vec2(.5)).r;
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// See Shader::checkSetScreenParams in Shader.cpp.
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vec2 pixelcoord = vec2(gl_FragCoord.x, (gl_FragCoord.y * love_ScreenParams[0]) + love_ScreenParams[1]);
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vec2 pixelcoord = vec2(gl_FragCoord.x, (gl_FragCoord.y * love_ScreenSize.z) + love_ScreenSize.w);
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effects(VaryingColor, _tex0_, VaryingTexCoord.st, pixelcoord);
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}]],
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