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Updated to love-android changeset 3b5e5e182a00
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@@ -1,5 +1,5 @@
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--[[
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Copyright (c) 2006-2013 LOVE Development Team
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Copyright (c) 2006-2014 LOVE Development Team
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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@@ -1309,7 +1309,8 @@ do
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#define ProjectionMatrix gl_ProjectionMatrix
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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 sampler2D _tex0_;
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uniform vec2 love_ScreenParams;]]
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GLSLES.UNIFORMS = [[
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uniform mat4 TransformMatrix;
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@@ -1317,7 +1318,8 @@ uniform mat4 ProjectionMatrix;
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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 sampler2D _tex0_;
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uniform vec2 love_ScreenParams;]]
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GLSL.VERTEX = {
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HEADER = [[
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@@ -1369,14 +1371,22 @@ void main() {
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void main() {
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// fix crashing issue in OSX when _tex0_ is unused within effect()
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float dummy = texture2D(_tex0_, vec2(.5)).r;
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gl_FragColor = effect(VaryingColor, _tex0_, VaryingTexCoord.st, gl_FragCoord.xy);
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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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gl_FragColor = effect(VaryingColor, _tex0_, VaryingTexCoord.st, pixelcoord);
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}]],
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FOOTER_MULTI_CANVAS = [[
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void main() {
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// fix crashing issue in OSX when _tex0_ is unused within effect()
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float dummy = texture2D(_tex0_, vec2(.5)).r;
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effects(VaryingColor, _tex0_, VaryingTexCoord.st, gl_FragCoord.xy);
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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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effects(VaryingColor, _tex0_, VaryingTexCoord.st, pixelcoord);
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}]],
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}
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