stuff
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96f1792c09
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4fc1e20fdd
30 changed files with 1045 additions and 39 deletions
16
.local/sioyek/shaders/compiled_drawing.vertex
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16
.local/sioyek/shaders/compiled_drawing.vertex
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layout (location=0) in vec2 vertex_pos;
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layout (location=1) in int type_index;
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uniform vec2 offset;
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uniform vec2 scale;
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uniform vec3 type_colors[26];
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out vec3 type_color;
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void main(){
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vec2 pos = vertex_pos * scale;
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pos.y = -pos.y;
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pos = pos + offset;
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type_color = type_colors[type_index];
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gl_Position = vec4(pos, 0.0, 1.0);
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}
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8
.local/sioyek/shaders/compiled_line.fragment
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8
.local/sioyek/shaders/compiled_line.fragment
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precision mediump float;
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out vec4 color;
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in vec3 type_color;
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void main(){
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color = vec4(type_color, 1);
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}
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16
.local/sioyek/shaders/custom_colors.fragment
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16
.local/sioyek/shaders/custom_colors.fragment
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precision mediump float;
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out vec4 color;
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in vec2 screen_pos;
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in vec2 uvs;
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uniform mat4 transform_matrix;
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uniform sampler2D pdf_texture;
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void main(){
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vec4 pdf_color = vec4(texture(pdf_texture, uvs).rgb, 1);
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vec3 resulting_unclamped_color = (transform_matrix * pdf_color).rgb;
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color = vec4(clamp(resulting_unclamped_color, vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0)), 1.0);
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}
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37
.local/sioyek/shaders/dark_mode.fragment
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37
.local/sioyek/shaders/dark_mode.fragment
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precision mediump float;
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out vec4 color;
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in vec2 screen_pos;
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in vec2 uvs;
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uniform sampler2D pdf_texture;
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uniform float contrast;
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//http://gamedev.stackexchange.com/questions/59797/glsl-shader-change-hue-saturation-brightness
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vec3 rgb2hsv(vec3 c)
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{
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vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
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vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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vec3 hsv2rgb(vec3 c)
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{
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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void main(){
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vec3 tempcolor = texture(pdf_texture, uvs).rgb;
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vec3 inv = (0.5-tempcolor)*contrast+0.5; //Invert colors and shift colors from range 0.0 - 1.0 to -0.5 - 0.5, apply contrast and shift back to 0.0 - 1.0. This way contrast applies on both whites and blacks
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vec3 hsvcolor = rgb2hsv(inv); //transform to hsv
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float new_hue = mod(hsvcolor.r + 0.5, 1.0); // shift hue 180 degrees to compensate hue shift from inverting colors
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vec3 newcolor = hsv2rgb(vec3(new_hue,hsvcolor.gb));
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color = vec4(newcolor, 1.0);
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}
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9
.local/sioyek/shaders/debug.fragment
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9
.local/sioyek/shaders/debug.fragment
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precision mediump float;
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out vec4 color;
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in vec2 screen_pos;
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in vec2 uvs;
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void main(){
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color = vec4(1.0, 1.0, 0.0, 0.3);
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}
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27
.local/sioyek/shaders/dot.fragment
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27
.local/sioyek/shaders/dot.fragment
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#extension GL_OES_standard_derivatives : enable
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precision mediump float;
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in vec2 uv;
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in vec4 type_color;
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out vec4 color;
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void main(){
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float x = (uv.x - 0.5) * 2.0;
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float y = (uv.y - 0.5) * 2.0;
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float r_squared = x * x + y * y;
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float alpha = 1.0;
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#ifdef GL_OES_standard_derivatives
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float delta = fwidth(r_squared);
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alpha = 1.0 - smoothstep(1.0 - delta, 1.0 + delta, r_squared);
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color = vec4(type_color.rgb, alpha);
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#else
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if (r_squared <= 1.0){
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color = type_color;
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}
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else{
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color = vec4(0.0, 0.0, 0.0, 0.0);
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}
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#endif
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}
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20
.local/sioyek/shaders/dot.vertex
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20
.local/sioyek/shaders/dot.vertex
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layout (location=0) in vec2 vertex_pos;
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layout (location=1) in vec2 vertex_uv;
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layout (location=2) in int type_index;
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uniform vec2 offset;
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uniform vec2 scale;
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uniform vec3 type_colors[26];
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out vec2 uv;
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out vec4 type_color;
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void main(){
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uv = vertex_uv;
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type_color = vec4(type_colors[type_index], 1.0);
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vec2 pos = vertex_pos * scale;
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pos.y = -pos.y;
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pos = pos + offset;
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gl_Position = vec4(pos, 0.0, 1.0);
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}
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12
.local/sioyek/shaders/highlight.fragment
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12
.local/sioyek/shaders/highlight.fragment
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precision mediump float;
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out vec4 color;
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in vec2 screen_pos;
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in vec2 uvs;
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uniform vec3 highlight_color;
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uniform float opacity;
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void main(){
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color = vec4(highlight_color, opacity);
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}
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8
.local/sioyek/shaders/line.fragment
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8
.local/sioyek/shaders/line.fragment
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precision mediump float;
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out vec4 color;
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uniform vec4 line_color;
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void main(){
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color = line_color;
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}
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5
.local/sioyek/shaders/line.vertex
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5
.local/sioyek/shaders/line.vertex
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layout (location=0) in vec2 vertex_pos;
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void main(){
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gl_Position = vec4(vertex_pos, 0.0, 1.0);
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}
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11
.local/sioyek/shaders/separator.fragment
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11
.local/sioyek/shaders/separator.fragment
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precision mediump float;
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out vec4 color;
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in vec2 screen_pos;
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in vec2 uvs;
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uniform vec3 background_color;
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void main(){
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color = vec4(background_color, 1.0);
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}
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10
.local/sioyek/shaders/simple.fragment
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10
.local/sioyek/shaders/simple.fragment
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precision mediump float;
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out vec4 color;
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in vec2 screen_pos;
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in vec2 uvs;
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uniform sampler2D pdf_texture;
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void main(){
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color = vec4(texture(pdf_texture, uvs).rgb, 1.0);
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}
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10
.local/sioyek/shaders/simple.vertex
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10
.local/sioyek/shaders/simple.vertex
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out vec2 screen_pos;
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out vec2 uvs;
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layout (location=0) in vec2 vertex_pos;
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layout (location=1) in vec2 vertex_uvs;
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void main(){
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screen_pos = vertex_pos;
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uvs = vertex_uvs;
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gl_Position = vec4(vertex_pos, 0.0, 1.0);
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}
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10
.local/sioyek/shaders/simple_transparent.fragment
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10
.local/sioyek/shaders/simple_transparent.fragment
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precision mediump float;
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out vec4 color;
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in vec2 screen_pos;
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in vec2 uvs;
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uniform sampler2D pdf_texture;
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void main(){
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color = texture(pdf_texture, uvs);
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}
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8
.local/sioyek/shaders/stencil.fragment
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8
.local/sioyek/shaders/stencil.fragment
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precision mediump float;
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out vec4 color;
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in vec2 screen_pos;
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void main(){
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color = vec4(0, 0, 0, 0);
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}
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7
.local/sioyek/shaders/stencil.vertex
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7
.local/sioyek/shaders/stencil.vertex
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out vec2 screen_pos;
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layout (location=0) in vec2 vertex_pos;
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void main(){
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screen_pos = vertex_pos;
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gl_Position = vec4(vertex_pos, 0.0, 1.0);
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}
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16
.local/sioyek/shaders/undendered_page.fragment
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16
.local/sioyek/shaders/undendered_page.fragment
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precision mediump float;
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out vec4 color;
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in vec2 screen_pos;
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in vec2 uvs;
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void main(){
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int x = (int)(uvs.x / 0.1);
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int y = (int)(uvs.y / 0.1);
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if ((x+y)% 2 == 0){
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color = vec4(1.0, 0.0, 0.0, 1.0);
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}
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else{
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color = vec4(0.0, 0.0, 1.0, 1.0);
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}
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}
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16
.local/sioyek/shaders/unrendered_page.fragment
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16
.local/sioyek/shaders/unrendered_page.fragment
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precision mediump float;
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out vec4 color;
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in vec2 screen_pos;
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in vec2 uvs;
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void main(){
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int x = int(uvs.x / 0.1);
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int y = int(uvs.y / 0.1);
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if ((x+y)% 2 == 0){
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color = vec4(1.0, 1.0, 1.0, 1.0);
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}
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else{
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color = vec4(0.1, 0.1, 0.1, 1.0);
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}
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}
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31
.local/sioyek/shaders/vertical_bar.fragment
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31
.local/sioyek/shaders/vertical_bar.fragment
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precision mediump float;
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out vec4 color;
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in vec2 screen_pos;
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in vec2 uvs;
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uniform vec4 line_color;
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uniform float time;
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void main(){
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color = line_color;
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//color = vec4(0, 0, 0, 0.1);
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//int x = int(gl_FragCoord.y / 1);
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//int y = int(gl_FragCoord.x / 1);
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//if ((x+y) % 2 == 0){
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// color = vec4(0, 0, 0, 0.2);
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//}
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//else{
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// color = vec4(0, 0, 0, 0.1);
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//}
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//color = vec4(0, 0, 0, abs(sin(gl_FragCoord.y / 10 + gl_FragCoord.x / 10)));
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//if (abs(uvs.x - fract(time * freq)) < 0.05){
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//color = vec4(line_color, 0.1);
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//}
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//else{
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//color = vec4(0, 0, 0, 0.1);
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//}
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//color = vec4(line_color * pow(abs(sin(uvs.x - time * freq)), 128), 0.3);
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//color = vec4(line_color * abs(sin(time)), 0.3);
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//color = vec4(line_color, 0.3);
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}
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12
.local/sioyek/shaders/vertical_bar_dark.fragment
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12
.local/sioyek/shaders/vertical_bar_dark.fragment
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precision mediump float;
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out vec4 color;
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in vec2 screen_pos;
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in vec2 uvs;
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uniform vec4 line_color;
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uniform float time;
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void main(){
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color = vec4((1-line_color.rgb), line_color.a);
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}
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