51 lines
1.2 KiB
Text
51 lines
1.2 KiB
Text
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// Copyright Epic Games, Inc. All Rights Reserved.
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// #version 120 at the beginning is added in FSlateOpenGLShader::CompileShader()
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uniform mat4 ViewProjectionMatrix;
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// Per vertex
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attribute vec4 InTexCoords;
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attribute vec2 InPosition;
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attribute vec4 InColor;
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attribute vec4 InSecondaryColor;
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// Between vertex and pixel shader
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varying vec4 Position;
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varying vec4 TexCoords;
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varying vec4 Color;
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varying vec4 SecondaryColor;
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vec3 powScalar(vec3 values, float power)
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{
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return vec3(pow(values.x, power), pow(values.y, power), pow(values.z, power));
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}
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float sRGBToLinearChannel( float ColorChannel )
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{
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return ColorChannel > 0.04045 ? pow( ColorChannel * (1.0 / 1.055) + 0.0521327, 2.4 ) : ColorChannel * (1.0 / 12.92);
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}
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vec3 sRGBToLinear( vec3 Color )
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{
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return vec3(
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sRGBToLinearChannel(Color.r),
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sRGBToLinearChannel(Color.g),
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sRGBToLinearChannel(Color.b));
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}
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void main()
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{
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TexCoords = InTexCoords;
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Color.rgb = sRGBToLinear(InColor.rgb);
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Color.a = InColor.a;
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SecondaryColor.rgb = sRGBToLinear(InSecondaryColor.rgb);
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SecondaryColor.a = InSecondaryColor.a;
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Position = vec4( InPosition, 0, 1 );
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gl_Position = ViewProjectionMatrix * vec4( InPosition, 0, 1 );
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}
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