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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 22:34:53 +08:00
Fixed two color shader.
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@ -190,11 +190,11 @@ public class TwoColorPolygonBatch {
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private ShaderProgram createDefaultShader () {
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String vertexShader = "attribute vec4 a_position;\n" //
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+ "attribute vec4 a_light;\n" //
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+ "attribute vec4 a_dark;\n" //
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+ "attribute vec3 a_dark;\n" //
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+ "attribute vec2 a_texCoord0;\n" //
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+ "uniform mat4 u_projTrans;\n" //
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+ "varying vec4 v_light;\n" //
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+ "varying vec4 v_dark;\n" //
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+ "varying vec3 v_dark;\n" //
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+ "varying vec2 v_texCoords;\n" //
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+ "\n" //
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+ "void main()\n" //
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@ -212,14 +212,14 @@ public class TwoColorPolygonBatch {
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+ "#define LOWP \n" //
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+ "#endif\n" //
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+ "varying LOWP vec4 v_light;\n" //
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+ "varying LOWP vec4 v_dark;\n" //
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+ "varying LOWP vec3 v_dark;\n" //
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+ "varying vec2 v_texCoords;\n" //
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+ "uniform sampler2D u_texture;\n" //
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+ "void main()\n"//
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+ "{\n" //
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+ " vec4 texColor = texture2D(u_texture, v_texCoords);\n" //
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+ " gl_FragColor.a = texColor.a * v_light.a;\n" //
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+ " gl_FragColor.rgb = (1 - texColor.rgb) * v_dark * gl_FragColor.a + texColor.rgb * v_light.rgb;\n" //
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+ " gl_FragColor.rgb = (1.0 - texColor.rgb) * v_dark * gl_FragColor.a + texColor.rgb * v_light.rgb;\n" //
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+ "}";
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ShaderProgram shader = new ShaderProgram(vertexShader, fragmentShader);
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