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e1c6c794d4
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13
res/shaders/s2a/frag.fs
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13
res/shaders/s2a/frag.fs
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#version 330 core
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uniform sampler2D sampler;
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in vec2 texCoords;
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out vec4 color;
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void main() {
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color = texture(sampler, texCoords);
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if(color.a == 0)
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discard;
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}
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17
res/shaders/s2a/vert.vs
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17
res/shaders/s2a/vert.vs
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#version 330 core
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 model;
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uniform vec2 animProps; // Loc 0 - Frame Width, Loc 1 - Offset
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layout (location = 0) in vec3 vertices;
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layout (location = 1) in vec2 iTexCoords;
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out vec2 texCoords;
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void main() {
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texCoords = vec2(((iTexCoords.x * animProps.x) + animProps.y), iTexCoords.y);
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gl_Position = projection * view * model * vec4(vertices, 1.0);
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}
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9
res/shaders/s2c/frag.fs
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res/shaders/s2c/frag.fs
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#version 330 core
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uniform vec4 iColor;
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out vec4 color;
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void main() {
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color = iColor;
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}
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11
res/shaders/s2c/vert.vs
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res/shaders/s2c/vert.vs
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#version 330 core
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 model;
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layout (location = 0) in vec3 vertices;
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void main() {
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gl_Position = projection * view * model * vec4(vertices, 1.0);
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}
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13
res/shaders/s2t/frag.fs
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13
res/shaders/s2t/frag.fs
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#version 330 core
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uniform sampler2D sampler;
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in vec2 texCoords;
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layout (location = 0) out vec4 color;
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void main() {
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color = texture(sampler, texCoords);
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if(color.a == 0)
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discard;
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}
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15
res/shaders/s2t/vert.vs
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15
res/shaders/s2t/vert.vs
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#version 330 core
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 model;
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layout (location = 0) in vec3 vertices;
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layout (location = 1) in vec2 iTexCoords;
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out vec2 texCoords;
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void main() {
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texCoords = iTexCoords;
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gl_Position = projection * view * model * vec4(vertices, 1.0);
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}
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15
res/shaders/s2x/frag.fs
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15
res/shaders/s2x/frag.fs
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#version 330 core
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uniform vec4 iColor;
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uniform sampler2D sampler;
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in vec2 texCoords;
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out vec4 color;
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void main() {
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color = iColor * texture(sampler, texCoords);
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if(color.a == 0)
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discard;
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}
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17
res/shaders/s2x/vert.vs
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17
res/shaders/s2x/vert.vs
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#version 330 core
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 model;
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uniform vec2 character;
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layout (location = 0) in vec3 vertices;
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layout (location = 1) in vec2 iTexCoords;
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out vec2 texCoords;
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void main() {
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texCoords = iTexCoords + character;
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gl_Position = projection * view * model * vec4(vertices, 1.0);
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}
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