and merge some delcaration lines for compactness

SVN revision: 46328
This commit is contained in:
Carsten Haitzler 2010-02-20 04:49:03 +00:00
parent c26d5bc2bc
commit e1f2ad1f76
8 changed files with 12 additions and 36 deletions

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@ -3,9 +3,7 @@
"#endif\n" "#endif\n"
"uniform sampler2D tex, texu, texv;\n" "uniform sampler2D tex, texu, texv;\n"
"varying vec4 col;\n" "varying vec4 col;\n"
"varying vec2 tex_c;\n" "varying vec2 tex_c, tex_c2, tex_c3;\n"
"varying vec2 tex_c2;\n"
"varying vec2 tex_c3;\n"
"void main()\n" "void main()\n"
"{\n" "{\n"
" const mat4 yuv2rgb = mat4( 1.16400, 1.16400, 1.16400, 0.00000,\n" " const mat4 yuv2rgb = mat4( 1.16400, 1.16400, 1.16400, 0.00000,\n"

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@ -3,9 +3,7 @@ precision mediump float;
#endif #endif
uniform sampler2D tex, texu, texv; uniform sampler2D tex, texu, texv;
varying vec4 col; varying vec4 col;
varying vec2 tex_c; varying vec2 tex_c, tex_c2, tex_c3;
varying vec2 tex_c2;
varying vec2 tex_c3;
void main() void main()
{ {
const mat4 yuv2rgb = mat4( 1.16400, 1.16400, 1.16400, 0.00000, const mat4 yuv2rgb = mat4( 1.16400, 1.16400, 1.16400, 0.00000,

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@ -2,9 +2,7 @@
"precision mediump float;\n" "precision mediump float;\n"
"#endif\n" "#endif\n"
"uniform sampler2D tex, texu, texv;\n" "uniform sampler2D tex, texu, texv;\n"
"varying vec2 tex_c;\n" "varying vec2 tex_c, tex_c2, tex_c3;\n"
"varying vec2 tex_c2;\n"
"varying vec2 tex_c3;\n"
"void main()\n" "void main()\n"
"{\n" "{\n"
" const mat4 yuv2rgb = mat4( 1.16400, 1.16400, 1.16400, 0.00000,\n" " const mat4 yuv2rgb = mat4( 1.16400, 1.16400, 1.16400, 0.00000,\n"

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@ -2,9 +2,7 @@
precision mediump float; precision mediump float;
#endif #endif
uniform sampler2D tex, texu, texv; uniform sampler2D tex, texu, texv;
varying vec2 tex_c; varying vec2 tex_c, tex_c2, tex_c3;
varying vec2 tex_c2;
varying vec2 tex_c3;
void main() void main()
{ {
const mat4 yuv2rgb = mat4( 1.16400, 1.16400, 1.16400, 0.00000, const mat4 yuv2rgb = mat4( 1.16400, 1.16400, 1.16400, 0.00000,

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@ -2,13 +2,9 @@
"precision mediump float;\n" "precision mediump float;\n"
"#endif\n" "#endif\n"
"attribute vec4 vertex;\n" "attribute vec4 vertex;\n"
"attribute vec2 tex_coord;\n" "attribute vec2 tex_coord, tex_coord2, tex_coord3;\n"
"attribute vec2 tex_coord2;\n"
"attribute vec2 tex_coord3;\n"
"uniform mat4 mvp;\n" "uniform mat4 mvp;\n"
"varying vec2 tex_c;\n" "varying vec2 tex_c, tex_c2, tex_c3;\n"
"varying vec2 tex_c2;\n"
"varying vec2 tex_c3;\n"
"void main()\n" "void main()\n"
"{\n" "{\n"
" gl_Position = mvp * vertex;\n" " gl_Position = mvp * vertex;\n"

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@ -2,13 +2,9 @@
precision mediump float; precision mediump float;
#endif #endif
attribute vec4 vertex; attribute vec4 vertex;
attribute vec2 tex_coord; attribute vec2 tex_coord, tex_coord2, tex_coord3;
attribute vec2 tex_coord2;
attribute vec2 tex_coord3;
uniform mat4 mvp; uniform mat4 mvp;
varying vec2 tex_c; varying vec2 tex_c, tex_c2, tex_c3;
varying vec2 tex_c2;
varying vec2 tex_c3;
void main() void main()
{ {
gl_Position = mvp * vertex; gl_Position = mvp * vertex;

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@ -3,14 +3,10 @@
"#endif\n" "#endif\n"
"attribute vec4 vertex;\n" "attribute vec4 vertex;\n"
"attribute vec4 color;\n" "attribute vec4 color;\n"
"attribute vec2 tex_coord;\n" "attribute vec2 tex_coord, tex_coord2, tex_coord3;\n"
"attribute vec2 tex_coord2;\n"
"attribute vec2 tex_coord3;\n"
"uniform mat4 mvp;\n" "uniform mat4 mvp;\n"
"varying vec4 col;\n" "varying vec4 col;\n"
"varying vec2 tex_c;\n" "varying vec2 tex_c, tex_c2, tex_c3;\n"
"varying vec2 tex_c2;\n"
"varying vec2 tex_c3;\n"
"void main()\n" "void main()\n"
"{\n" "{\n"
" gl_Position = mvp * vertex;\n" " gl_Position = mvp * vertex;\n"

View File

@ -3,14 +3,10 @@ precision mediump float;
#endif #endif
attribute vec4 vertex; attribute vec4 vertex;
attribute vec4 color; attribute vec4 color;
attribute vec2 tex_coord; attribute vec2 tex_coord, tex_coord2, tex_coord3;
attribute vec2 tex_coord2;
attribute vec2 tex_coord3;
uniform mat4 mvp; uniform mat4 mvp;
varying vec4 col; varying vec4 col;
varying vec2 tex_c; varying vec2 tex_c, tex_c2, tex_c3;
varying vec2 tex_c2;
varying vec2 tex_c3;
void main() void main()
{ {
gl_Position = mvp * vertex; gl_Position = mvp * vertex;