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Add missing EOL at end of file to shaders
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17d3f4afa4
commit
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@ -7,4 +7,4 @@ out vec4 FragClr;
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void main()
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void main()
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{
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{
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FragClr = vertColor;
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FragClr = vertColor;
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}
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}
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@ -17,4 +17,4 @@ void main()
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VertPos.y += Offset.y + Dir.y * YCount;
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VertPos.y += Offset.y + Dir.y * YCount;
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gl_Position = vec4(Pos * VertPos, 0.0, 1.0);
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gl_Position = vec4(Pos * VertPos, 0.0, 1.0);
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}
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}
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@ -6,4 +6,4 @@ out vec4 FragClr;
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void main()
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void main()
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{
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{
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FragClr = vertColor;
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FragClr = vertColor;
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}
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}
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@ -13,4 +13,4 @@ void main()
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VertPos.y += Dir.y * (gl_InstanceID+1);
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VertPos.y += Dir.y * (gl_InstanceID+1);
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gl_Position = vec4(Pos * VertPos, 0.0, 1.0);
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gl_Position = vec4(Pos * VertPos, 0.0, 1.0);
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}
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}
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@ -12,4 +12,4 @@ void main()
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{
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{
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vec4 tex = textureLod(textureSampler, texCoord, fragLOD);
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vec4 tex = textureLod(textureSampler, texCoord, fragLOD);
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FragClr = tex * vertColor;
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FragClr = tex * vertColor;
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}
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}
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@ -25,4 +25,4 @@ void main()
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float ty = (inVertexTexCoord.y/(16.0));
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float ty = (inVertexTexCoord.y/(16.0));
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texCoord = vec2(tx + (inVertexTexRightOrBottom.x == 0 ? F2 : F1), ty + (inVertexTexRightOrBottom.y == 0 ? F2 : F1));
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texCoord = vec2(tx + (inVertexTexRightOrBottom.x == 0 ? F2 : F1), ty + (inVertexTexRightOrBottom.y == 0 ? F2 : F1));
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fragLOD = LOD;
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fragLOD = LOD;
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}
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}
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@ -12,4 +12,4 @@ void main()
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{
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{
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vec4 tex = textureLod(textureSampler, texCoord, fragLOD);
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vec4 tex = textureLod(textureSampler, texCoord, fragLOD);
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FragClr = tex * vertColor;
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FragClr = tex * vertColor;
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}
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}
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@ -29,4 +29,4 @@ void main()
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float ty = (inVertexTexCoord.y/(16.0));
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float ty = (inVertexTexCoord.y/(16.0));
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texCoord = vec2(tx + (inVertexTexRightOrBottom.x == 0 ? F2 : F1), ty + (inVertexTexRightOrBottom.y == 0 ? F2 : F1));
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texCoord = vec2(tx + (inVertexTexRightOrBottom.x == 0 ? F2 : F1), ty + (inVertexTexRightOrBottom.y == 0 ? F2 : F1));
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fragLOD = LOD;
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fragLOD = LOD;
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}
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}
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@ -14,4 +14,4 @@ void main()
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FragClr = tex * vertColor;
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FragClr = tex * vertColor;
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}
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}
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else FragClr = vertColor;
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else FragClr = vertColor;
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}
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}
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@ -14,4 +14,4 @@ void main()
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gl_Position = vec4(Pos * vec4(inVertex, 0.0, 1.0), 0.0, 1.0);
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gl_Position = vec4(Pos * vec4(inVertex, 0.0, 1.0), 0.0, 1.0);
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texCoord = inVertexTexCoord;
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texCoord = inVertexTexCoord;
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vertColor = inVertexColor;
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vertColor = inVertexColor;
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}
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}
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@ -7,4 +7,4 @@ out vec4 FragClr;
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void main()
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void main()
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{
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{
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FragClr = vertColor;
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FragClr = vertColor;
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}
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}
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@ -7,4 +7,4 @@ uniform mat4x2 Pos;
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void main()
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void main()
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{
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{
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gl_Position = vec4(Pos * vec4(inVertex, 0.0, 1.0), 0.0, 1.0);
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gl_Position = vec4(Pos * vec4(inVertex, 0.0, 1.0), 0.0, 1.0);
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}
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}
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@ -12,4 +12,4 @@ void main()
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{
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{
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vec4 tex = textureLod(textureSampler, texCoord, fragLOD);
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vec4 tex = textureLod(textureSampler, texCoord, fragLOD);
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FragClr = tex * vertColor;
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FragClr = tex * vertColor;
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}
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}
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@ -19,4 +19,4 @@ void main()
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float ty = (inVertexTexCoord.y/(16.0));
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float ty = (inVertexTexCoord.y/(16.0));
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texCoord = vec2(tx + (inVertexTexRightOrBottom.x == 0 ? F2 : F1), ty + (inVertexTexRightOrBottom.y == 0 ? F2 : F1));
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texCoord = vec2(tx + (inVertexTexRightOrBottom.x == 0 ? F2 : F1), ty + (inVertexTexRightOrBottom.y == 0 ? F2 : F1));
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fragLOD = LOD;
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fragLOD = LOD;
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}
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}
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