forked from enlightenment/efl
and merge some delcaration lines for compactness
SVN revision: 46328
This commit is contained in:
parent
c26d5bc2bc
commit
e1f2ad1f76
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@ -3,9 +3,7 @@
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"#endif\n"
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"#endif\n"
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"uniform sampler2D tex, texu, texv;\n"
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"uniform sampler2D tex, texu, texv;\n"
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"varying vec4 col;\n"
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"varying vec4 col;\n"
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"varying vec2 tex_c;\n"
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"varying vec2 tex_c, tex_c2, tex_c3;\n"
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"varying vec2 tex_c2;\n"
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"varying vec2 tex_c3;\n"
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"void main()\n"
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"void main()\n"
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"{\n"
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"{\n"
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" const mat4 yuv2rgb = mat4( 1.16400, 1.16400, 1.16400, 0.00000,\n"
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" const mat4 yuv2rgb = mat4( 1.16400, 1.16400, 1.16400, 0.00000,\n"
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@ -3,9 +3,7 @@ precision mediump float;
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#endif
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#endif
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uniform sampler2D tex, texu, texv;
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uniform sampler2D tex, texu, texv;
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varying vec4 col;
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varying vec4 col;
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varying vec2 tex_c;
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varying vec2 tex_c, tex_c2, tex_c3;
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varying vec2 tex_c2;
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varying vec2 tex_c3;
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void main()
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void main()
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{
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{
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const mat4 yuv2rgb = mat4( 1.16400, 1.16400, 1.16400, 0.00000,
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const mat4 yuv2rgb = mat4( 1.16400, 1.16400, 1.16400, 0.00000,
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@ -2,9 +2,7 @@
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"precision mediump float;\n"
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"precision mediump float;\n"
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"#endif\n"
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"#endif\n"
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"uniform sampler2D tex, texu, texv;\n"
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"uniform sampler2D tex, texu, texv;\n"
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"varying vec2 tex_c;\n"
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"varying vec2 tex_c, tex_c2, tex_c3;\n"
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"varying vec2 tex_c2;\n"
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"varying vec2 tex_c3;\n"
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"void main()\n"
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"void main()\n"
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"{\n"
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"{\n"
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" const mat4 yuv2rgb = mat4( 1.16400, 1.16400, 1.16400, 0.00000,\n"
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" const mat4 yuv2rgb = mat4( 1.16400, 1.16400, 1.16400, 0.00000,\n"
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@ -2,9 +2,7 @@
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precision mediump float;
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precision mediump float;
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#endif
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#endif
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uniform sampler2D tex, texu, texv;
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uniform sampler2D tex, texu, texv;
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varying vec2 tex_c;
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varying vec2 tex_c, tex_c2, tex_c3;
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varying vec2 tex_c2;
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varying vec2 tex_c3;
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void main()
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void main()
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{
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{
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const mat4 yuv2rgb = mat4( 1.16400, 1.16400, 1.16400, 0.00000,
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const mat4 yuv2rgb = mat4( 1.16400, 1.16400, 1.16400, 0.00000,
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@ -2,13 +2,9 @@
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"precision mediump float;\n"
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"precision mediump float;\n"
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"#endif\n"
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"#endif\n"
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"attribute vec4 vertex;\n"
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"attribute vec4 vertex;\n"
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"attribute vec2 tex_coord;\n"
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"attribute vec2 tex_coord, tex_coord2, tex_coord3;\n"
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"attribute vec2 tex_coord2;\n"
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"attribute vec2 tex_coord3;\n"
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"uniform mat4 mvp;\n"
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"uniform mat4 mvp;\n"
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"varying vec2 tex_c;\n"
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"varying vec2 tex_c, tex_c2, tex_c3;\n"
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"varying vec2 tex_c2;\n"
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"varying vec2 tex_c3;\n"
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"void main()\n"
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"void main()\n"
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"{\n"
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"{\n"
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" gl_Position = mvp * vertex;\n"
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" gl_Position = mvp * vertex;\n"
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@ -2,13 +2,9 @@
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precision mediump float;
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precision mediump float;
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#endif
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#endif
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attribute vec4 vertex;
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attribute vec4 vertex;
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attribute vec2 tex_coord;
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attribute vec2 tex_coord, tex_coord2, tex_coord3;
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attribute vec2 tex_coord2;
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attribute vec2 tex_coord3;
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uniform mat4 mvp;
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uniform mat4 mvp;
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varying vec2 tex_c;
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varying vec2 tex_c, tex_c2, tex_c3;
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varying vec2 tex_c2;
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varying vec2 tex_c3;
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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 = mvp * vertex;
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gl_Position = mvp * vertex;
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@ -3,14 +3,10 @@
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"#endif\n"
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"#endif\n"
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"attribute vec4 vertex;\n"
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"attribute vec4 vertex;\n"
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"attribute vec4 color;\n"
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"attribute vec4 color;\n"
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"attribute vec2 tex_coord;\n"
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"attribute vec2 tex_coord, tex_coord2, tex_coord3;\n"
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"attribute vec2 tex_coord2;\n"
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"attribute vec2 tex_coord3;\n"
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"uniform mat4 mvp;\n"
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"uniform mat4 mvp;\n"
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"varying vec4 col;\n"
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"varying vec4 col;\n"
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"varying vec2 tex_c;\n"
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"varying vec2 tex_c, tex_c2, tex_c3;\n"
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"varying vec2 tex_c2;\n"
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"varying vec2 tex_c3;\n"
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"void main()\n"
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"void main()\n"
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"{\n"
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"{\n"
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" gl_Position = mvp * vertex;\n"
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" gl_Position = mvp * vertex;\n"
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@ -3,14 +3,10 @@ precision mediump float;
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#endif
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#endif
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attribute vec4 vertex;
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attribute vec4 vertex;
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attribute vec4 color;
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attribute vec4 color;
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attribute vec2 tex_coord;
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attribute vec2 tex_coord, tex_coord2, tex_coord3;
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attribute vec2 tex_coord2;
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attribute vec2 tex_coord3;
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uniform mat4 mvp;
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uniform mat4 mvp;
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varying vec4 col;
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varying vec4 col;
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varying vec2 tex_c;
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varying vec2 tex_c, tex_c2, tex_c3;
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varying vec2 tex_c2;
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varying vec2 tex_c3;
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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 = mvp * vertex;
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gl_Position = mvp * vertex;
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