renderer/opengl: Extract shaders from source (#9600)

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Co-authored-by: Mihai Fufezan <mihai@fufexan.net>
This commit is contained in:
UjinT34 2025-03-29 03:19:35 +03:00 committed by GitHub
parent a46576afc3
commit 7374a023ef
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35 changed files with 1533 additions and 1059 deletions

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#extension GL_ARB_shading_language_include : enable
precision highp float;
varying vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
uniform float alpha;
#include "rounding.glsl"
uniform int discardOpaque;
uniform int discardAlpha;
uniform float discardAlphaValue;
uniform int applyTint;
uniform vec3 tint;
void main() {
vec4 pixColor = texture2D(tex, v_texcoord);
if (discardOpaque == 1 && pixColor[3] * alpha == 1.0)
discard;
if (discardAlpha == 1 && pixColor[3] <= discardAlphaValue)
discard;
if (applyTint == 1) {
pixColor[0] = pixColor[0] * tint[0];
pixColor[1] = pixColor[1] * tint[1];
pixColor[2] = pixColor[2] * tint[2];
}
if (radius > 0.0)
pixColor = rounding(pixColor);
gl_FragColor = pixColor * alpha;
}