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- // auto-generated
- // Code generated by '$ fyne bundle'. DO NOT EDIT.
- package gl
- import "fyne.io/fyne/v2"
- var shaderLineFrag = &fyne.StaticResource{
- StaticName: "line.frag",
- StaticContent: []byte(
- "#version 110\n\nuniform vec4 color;\nuniform float lineWidth;\nuniform float feather;\n\nvarying vec2 delta;\n\nvoid main() {\n float alpha = color.a;\n float distance = length(delta);\n\n if (feather == 0.0 || distance <= lineWidth - feather) {\n gl_FragColor = color;\n } else {\n gl_FragColor = vec4(color.r, color.g, color.b, mix(color.a, 0.0, (distance - (lineWidth - feather)) / feather));\n }\n}\n"),
- }
- var shaderLineVert = &fyne.StaticResource{
- StaticName: "line.vert",
- StaticContent: []byte(
- "#version 110\n\nattribute vec2 vert;\nattribute vec2 normal;\n \nuniform float lineWidth;\n\nvarying vec2 delta;\n\nvoid main() {\n delta = normal * lineWidth;\n\n gl_Position = vec4(vert + delta, 0, 1);\n}\n"),
- }
- var shaderLineesFrag = &fyne.StaticResource{
- StaticName: "line_es.frag",
- StaticContent: []byte(
- "#version 100\n\n#ifdef GL_ES\n# ifdef GL_FRAGMENT_PRECISION_HIGH\nprecision highp float;\n# else\nprecision mediump float;\n#endif\nprecision mediump int;\nprecision lowp sampler2D;\n#endif\n\nuniform vec4 color;\nuniform float lineWidth;\nuniform float feather;\n\nvarying vec2 delta;\n\nvoid main() {\n float alpha = color.a;\n float distance = length(delta);\n\n if (feather == 0.0 || distance <= lineWidth - feather) {\n gl_FragColor = color;\n } else {\n gl_FragColor = vec4(color.r, color.g, color.b, mix(color.a, 0.0, (distance - (lineWidth - feather)) / feather));\n }\n}\n"),
- }
- var shaderLineesVert = &fyne.StaticResource{
- StaticName: "line_es.vert",
- StaticContent: []byte(
- "#version 100\n\n#ifdef GL_ES\n# ifdef GL_FRAGMENT_PRECISION_HIGH\nprecision highp float;\n# else\nprecision mediump float;\n#endif\nprecision mediump int;\nprecision lowp sampler2D;\n#endif\n\nattribute vec2 vert;\nattribute vec2 normal;\n \nuniform float lineWidth;\n\nvarying vec2 delta;\n\nvoid main() {\n delta = normal * lineWidth;\n\n gl_Position = vec4(vert + delta, 0, 1);\n}\n"),
- }
- var shaderSimpleFrag = &fyne.StaticResource{
- StaticName: "simple.frag",
- StaticContent: []byte(
- "#version 110\n\nuniform sampler2D tex;\n\nvarying vec2 fragTexCoord;\n\nvoid main() {\n gl_FragColor = texture2D(tex, fragTexCoord);\n}\n"),
- }
- var shaderSimpleVert = &fyne.StaticResource{
- StaticName: "simple.vert",
- StaticContent: []byte(
- "#version 110\n\nattribute vec3 vert;\nattribute vec2 vertTexCoord;\nvarying vec2 fragTexCoord;\n\nvoid main() {\n fragTexCoord = vertTexCoord;\n\n gl_Position = vec4(vert, 1);\n}"),
- }
- var shaderSimpleesFrag = &fyne.StaticResource{
- StaticName: "simple_es.frag",
- StaticContent: []byte(
- "#version 100\n\n#ifdef GL_ES\n# ifdef GL_FRAGMENT_PRECISION_HIGH\nprecision highp float;\n# else\nprecision mediump float;\n#endif\nprecision mediump int;\nprecision lowp sampler2D;\n#endif\n\nuniform sampler2D tex;\n\nvarying vec2 fragTexCoord;\n\nvoid main() {\n gl_FragColor = texture2D(tex, fragTexCoord);\n}\n"),
- }
- var shaderSimpleesVert = &fyne.StaticResource{
- StaticName: "simple_es.vert",
- StaticContent: []byte(
- "#version 100\n\n#ifdef GL_ES\n# ifdef GL_FRAGMENT_PRECISION_HIGH\nprecision highp float;\n# else\nprecision mediump float;\n#endif\nprecision mediump int;\nprecision lowp sampler2D;\n#endif\n\nattribute vec3 vert;\nattribute vec2 vertTexCoord;\nvarying vec2 fragTexCoord;\n\nvoid main() {\n fragTexCoord = vertTexCoord;\n\n gl_Position = vec4(vert, 1);\n}"),
- }
- var shaderSinglechannelFrag = &fyne.StaticResource{
- StaticName: "single_channel.frag",
- StaticContent: []byte(
- "#version 110\n\nuniform vec4 color;\n\nuniform sampler2D tex;\nvarying vec2 fragTexCoord;\n\nvoid main()\n{\n gl_FragColor = vec4(color.r, color.g, color.b, texture2D(tex, fragTexCoord).r*color.a);\n}\n"),
- }
- var shaderSinglechannelesFrag = &fyne.StaticResource{
- StaticName: "single_channel_es.frag",
- StaticContent: []byte(
- "#version 100\n\n#ifdef GL_ES\n# ifdef GL_FRAGMENT_PRECISION_HIGH\nprecision highp float;\n# else\nprecision mediump float;\n#endif\nprecision mediump int;\nprecision lowp sampler2D;\n#endif\n\nuniform vec4 color;\n\nuniform sampler2D tex;\nvarying vec2 fragTexCoord;\n\nvoid main()\n{\n gl_FragColor = vec4(color.r, color.g, color.b, texture2D(tex, fragTexCoord).r*color.a);\n}\n"),
- }
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