OpenGL immediate mode: new shader image shuffle color
new shader to draw an image with one isolated channel
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@@ -143,6 +143,7 @@ data_to_c_simple(shaders/gpu_shader_2D_flat_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_smooth_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_smooth_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_image_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_shuffle_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_mask_uniform_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_modulate_alpha_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_color_frag.glsl SRC)
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@@ -117,6 +117,7 @@ typedef enum GPUBuiltinShader {
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GPU_SHADER_3D_SMOOTH_COLOR,
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GPU_SHADER_3D_DEPTH_ONLY,
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/* basic image drawing */
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GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR,
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GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR,
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GPU_SHADER_3D_IMAGE_MODULATE_ALPHA,
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GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA,
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@@ -62,6 +62,7 @@ extern char datatoc_gpu_shader_2D_image_vert_glsl[];
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extern char datatoc_gpu_shader_3D_image_vert_glsl[];
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extern char datatoc_gpu_shader_image_color_frag_glsl[];
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extern char datatoc_gpu_shader_image_shuffle_color_frag_glsl[];
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extern char datatoc_gpu_shader_image_interlace_frag_glsl[];
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extern char datatoc_gpu_shader_image_mask_uniform_color_frag_glsl[];
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extern char datatoc_gpu_shader_image_modulate_alpha_frag_glsl[];
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@@ -690,6 +691,8 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
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datatoc_gpu_shader_2D_smooth_color_frag_glsl },
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[GPU_SHADER_2D_IMAGE_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl,
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datatoc_gpu_shader_image_color_frag_glsl },
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[GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl,
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datatoc_gpu_shader_image_shuffle_color_frag_glsl },
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[GPU_SHADER_3D_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
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[GPU_SHADER_3D_FLAT_COLOR] = { datatoc_gpu_shader_3D_flat_color_vert_glsl,
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datatoc_gpu_shader_flat_color_frag_glsl },
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@@ -0,0 +1,22 @@
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#if __VERSION__ == 120
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varying vec2 texCoord_interp;
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#define fragColor gl_FragColor
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#else
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in vec2 texCoord_interp;
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out vec4 fragColor;
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#define texture2D texture
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#endif
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uniform sampler2D image;
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uniform vec4 color;
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uniform vec4 shuffle;
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void main()
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{
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vec4 sample = texture2D(image, texCoord_interp);
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fragColor = vec4(sample.r * shuffle.r +
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sample.g * shuffle.g +
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sample.b * shuffle.b +
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sample.a * shuffle.a) * color;
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}
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