#include "Render/GL/GL_Shader.h"
#include "Render/GL/GLES_Shaders.h"
namespace Scaleform { namespace Render { namespace GL {
const char* pSource_FTexTGBatchCMatrix =
"precision mediump float;\n"
"uniform mat4 ffmuniforms[30];\n"
"uniform vec4 ffuniforms[30];\n"
"uniform sampler2D tex;\n"
"varying vec2 tc;\n"
"varying float vbatch;\n"
"void main() {\n"
"// E TexTG\n"
" gl_FragColor = texture2D(tex,tc);\n"
"// E CMatrix\n"
" gl_FragColor =(gl_FragColor * gl_FragColor.a) * (ffmuniforms[int(0.1+1.0*vbatch+0.0)]) + ffuniforms[int(0.1+1.0*vbatch+0.0)];\n"
"\n"
"}";
const char* pSource_FTexTGBatchCMatrixMul =
"precision mediump float;\n"
"uniform mat4 ffmuniforms[30];\n"
"uniform vec4 ffuniforms[30];\n"
"uniform sampler2D tex;\n"
"varying vec2 tc;\n"
"varying float vbatch;\n"
"void main() {\n"
"// E TexTG\n"
" gl_FragColor = texture2D(tex,tc);\n"
"// E CMatrix\n"
" gl_FragColor =(gl_FragColor * gl_FragColor.a) * (ffmuniforms[int(0.1+1.0*vbatch+0.0)]) + ffuniforms[int(0.1+1.0*vbatch+0.0)];\n"
"// E Mul\n"
" gl_FragColor = mix(vec4(1.0), gl_FragColor, vec4(gl_FragColor.a));\n"
"\n"
"}";
const char* pSource_FTexTGBatch =
"precision mediump float;\n"
"uniform vec4 ffuniforms[60];\n"
"uniform sampler2D tex;\n"
"varying vec2 tc;\n"
"varying float vbatch;\n"
"void main() {\n"
"// E TexTG\n"
" gl_FragColor = texture2D(tex,tc);\n"
"// E cxform\n"
" gl_FragColor = gl_FragColor * ffuniforms[int(0.1+2.0*vbatch+0.0)] + ffuniforms[int(0.1+2.0*vbatch+1.0)];\n"
"\n"
"}";
const char* pSource_FTexTGBatchMul =
"precision mediump float;\n"
"uniform vec4 ffuniforms[60];\n"
"uniform sampler2D tex;\n"
"varying vec2 tc;\n"
"varying float vbatch;\n"
"void main() {\n"
"// E TexTG\n"
" gl_FragColor = texture2D(tex,tc);\n"
"// E cxform\n"
" gl_FragColor = gl_FragColor * ffuniforms[int(0.1+2.0*vbatch+0.0)] + ffuniforms[int(0.1+2.0*vbatch+1.0)];\n"
"// E Mul\n"
" gl_FragColor = mix(vec4(1.0), gl_FragColor, vec4(gl_FragColor.a));\n"
"\n"
"}";
const char* pSource_FTexTGCMatrix =
"precision mediump float;\n"
"uniform vec4 cxadd;\n"
"uniform mat4 cxmul;\n"
"uniform sampler2D tex;\n"
"varying vec2 tc;\n"
"void main() {\n"
"// E TexTG\n"
" gl_FragColor = texture2D(tex,tc);\n"
"// E CMatrix\n"
" gl_FragColor =(gl_FragColor * gl_FragColor.a) * (cxmul) + cxadd;\n"
"\n"
"}";
const char* pSource_FTexTGCMatrixMul =
"precision mediump float;\n"
"uniform vec4 cxadd;\n"
"uniform mat4 cxmul;\n"
"uniform sampler2D tex;\n"
"varying vec2 tc;\n"
"void main() {\n"
"// E TexTG\n"
" gl_FragColor = texture2D(tex,tc);\n"
"// E CMatrix\n"
" gl_FragColor =(gl_FragColor * gl_FragColor.a) * (cxmul) + cxadd;\n"
"// E Mul\n"
" gl_FragColor = mix(vec4(1.0), gl_FragColor, vec4(gl_FragColor.a));\n"
"\n"
"}";
const char* pSource_FTexTG =
"precision mediump float;\n"
"uniform vec4 cxadd;\n"
"uniform vec4 cxmul;\n"
"uniform sampler2D tex;\n"
"varying vec2 tc;\n"
"void main() {\n"
"// E TexTG\n"
" gl_FragColor = texture2D(tex,tc);\n"
"// E cxform\n"
" gl_FragColor = gl_FragColor * cxmul + cxadd;\n"
"\n"
"}";
const char* pSource_FTexTGMul =
"precision mediump float;\n"
"uniform vec4 cxadd;\n"
"uniform vec4 cxmul;\n"
"uniform sampler2D tex;\n"
"varying vec2 tc;\n"
"void main() {\n"
"// E TexTG\n"
" gl_FragColor = texture2D(tex,tc);\n"
"// E cxform\n"
" gl_FragColor = gl_FragColor * cxmul + cxadd;\n"
"// E Mul\n"
" gl_FragColor = mix(vec4(1.0), gl_FragColor, vec4(gl_FragColor.a));\n"
"\n"
"}";
const char* pSource_FVertexBatchCMatrix =
"precision mediump float;\n"
"uniform mat4 ffmuniforms[30];\n"
"uniform vec4 ffuniforms[30];\n"
"varying lowp vec4 color;\n"
"varying float vbatch;\n"
"void main() {\n"
"// E Vertex\n"
" gl_FragColor = color;\n"
"// E CMatrix\n"
" gl_FragColor =(gl_FragColor * gl_FragColor.a) * (ffmuniforms[int(0.1+1.0*vbatch+0.0)]) + ffuniforms[int(0.1+1.0*vbatch+0.0)];\n"
"\n"
"}";
const char* pSource_FVertexBatchCMatrixMul =
"precision mediump float;\n"
"uniform mat4 ffmuniforms[30];\n"
"uniform vec4 ffuniforms[30];\n"
"varying lowp vec4 color;\n"
"varying float vbatch;\n"
"void main() {\n"
"// E Vertex\n"
" gl_FragColor = color;\n"
"// E CMatrix\n"
" gl_FragColor =(gl_FragColor * gl_FragColor.a) * (ffmuniforms[int(0.1+1.0*vbatch+0.0)]) + ffuniforms[int(0.1+1.0*vbatch+0.0)];\n"
"// E Mul\n"
" gl_FragColor = mix(vec4(1.0), gl_FragColor, vec4(gl_FragColor.a));\n"
"\n"
"}";
const char* pSource_FVertexBatch =
"precision mediump float;\n"
"uniform vec4 ffuniforms[60];\n"
"varying lowp vec4 color;\n"
"varying float vbatch;\n"
"void main() {\n"
"// E Vertex\n"
" gl_FragColor = color;\n"
"// E cxform\n"
" gl_FragColor = gl_FragColor * ffuniforms[int(0.1+2.0*vbatch+0.0)] + ffuniforms[int(0.1+2.0*vbatch+1.0)];\n"
"\n"
"}";
const char* pSource_FVertexBatchMul =
"precision mediump float;\n"
"uniform vec4 ffuniforms[60];\n"
"varying lowp vec4 color;\n"
"varying float vbatch;\n"
"void main() {\n"
"// E Vertex\n"
" gl_FragColor = color;\n"
"// E cxform\n"
" gl_FragColor = gl_FragColor * ffuniforms[int(0.1+2.0*vbatch+0.0)] + ffuniforms[int(0.1+2.0*vbatch+1.0)];\n"
"// E Mul\n"
" gl_FragColor = mix(vec4(1.0), gl_FragColor, vec4(gl_FragColor.a));\n"
"\n"
"}";
const char* pSource_FVertexCMatrix =
"precision mediump float;\n"
"uniform vec4 cxadd;\n"
"uniform mat4 cxmul;\n"
"varying lowp vec4 color;\n"
"void main() {\n"
"// E Vertex\n"
" gl_FragColor = color;\n"
"// E CMatrix\n"
" gl_FragColor =(gl_FragColor * gl_FragColor.a) * (cxmul) + cxadd;\n"
"\n"
"}";
const char* pSource_FVertexCMatrixMul =
"precision mediump float;\n"
"uniform vec4 cxadd;\n"
"uniform mat4 cxmul;\n"
"varying lowp vec4 color;\n"
"void main() {\n"
"// E Vertex\n"
" gl_FragColor = color;\n"
"// E CMatrix\n"
" gl_FragColor =(gl_FragColor * gl_FragColor.a) * (cxmul) + cxadd;\n"
"// E Mul\n"
" gl_FragColor = mix(vec4(1.0), gl_FragColor, vec4(gl_FragColor.a));\n"
"\n"
"}";
const char* pSource_FVertex =
"precision mediump float;\n"
"uniform vec4 cxadd;\n"
"uniform vec4 cxmul;\n"
"varying lowp vec4 color;\n"
"void main() {\n"
"// E Vertex\n"
" gl_FragColor = color;\n"
"// E cxform\n"
" gl_FragColor = gl_FragColor * cxmul + cxadd;\n"
"\n"
"}";
const char* pSource_FVertexMul =
"precision mediump float;\n"
"uniform vec4 cxadd;\n"
"uniform vec4 cxmul;\n"
"varying lowp vec4 color;\n"
"void main() {\n"
"// E Vertex\n"
" gl_FragColor = color;\n"
"// E cxform\n"
" gl_FragColor = gl_FragColor * cxmul + cxadd;\n"
"// E Mul\n"
" gl_FragColor = mix(vec4(1.0), gl_FragColor, vec4(gl_FragColor.a));\n"
"\n"
"}";
const char* pSource_FTexTGTexTGBatchCMatrix =
"precision mediump float;\n"
"uniform mat4 ffmuniforms[30];\n"
"uniform vec4 ffuniforms[30];\n"
"uniform sampler2D tex0;\n"
"uniform sampler2D tex1;\n"
"varying lowp vec4 factor;\n"
"varying vec2 tc0;\n"
"varying vec2 tc1;\n"
"varying float vbatch;\n"
"void main() {\n"
" vec4 fcolor1;\n"
" vec4 fcolor0;\n"
"// S TexTG\n"
" fcolor0 = texture2D(tex0,tc0);\n"
"// S TexTG\n"
" fcolor1 = texture2D(tex1,tc1);\n"
" gl_FragColor = mix(fcolor1, fcolor0, factor.r);\n"
"// E CMatrix\n"
" gl_FragColor =(gl_FragColor * gl_FragColor.a) * (ffmuniforms[int(0.1+1.0*vbatch+0.0)]) + ffuniforms[int(0.1+1.0*vbatch+0.0)];\n"
"// E factora\n"
" gl_FragColor.a *= factor.a;\n"
"\n"
"}";
const char* pSource_FTexTGTexTGBatchCMatrixMul =
"precision mediump float;\n"
"uniform mat4 ffmuniforms[30];\n"
"uniform vec4 ffuniforms[30];\n"
"uniform sampler2D tex0;\n"
"uniform sampler2D tex1;\n"
"varying lowp vec4 factor;\n"
"varying vec2 tc0;\n"
"varying vec2 tc1;\n"
"varying float vbatch;\n"
"void main() {\n"
" vec4 fcolor1;\n"
" vec4 fcolor0;\n"
"// S TexTG\n"
" fcolor0 = texture2D(tex0,tc0);\n"
"// S TexTG\n"
" fcolor1 = texture2D(tex1,tc1);\n"
" gl_FragColor = mix(fcolor1, fcolor0, factor.r);\
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Src_gfx_SDK_Scaleform_源码 (1133个子文件)
GLES_Shaders.cpp 297KB
GL_Shaders.cpp 294KB
AS2_Action.cpp 286KB
GFx_PlayerImpl.cpp 159KB
AS3_Tracer.cpp 136KB
Render_Tessellator.cpp 133KB
AS2_MovieRoot.cpp 128KB
AS2_AvmSprite.cpp 126KB
AS3_VM.cpp 126KB
Text_DocView.cpp 116KB
AS3_MovieRoot.cpp 109KB
AS2_AvmTextField.cpp 104KB
GFx_MovieDef.cpp 95KB
GFx_TextField.cpp 86KB
AS3_AvmTextField.cpp 82KB
AS3_Obj_Global.cpp 82KB
SF_Std.cpp 74KB
Text_StyledText.cpp 74KB
SF_MsgFormat.cpp 70KB
GFx_TagLoaders.cpp 66KB
AS2_XmlNode.cpp 64KB
AS3_Obj_Array.cpp 62KB
GFx_Sprite.cpp 61KB
GFx_ShapeSwf.cpp 61KB
AS3_Obj_Date.cpp 59KB
AS2_GFxValueImpl.cpp 59KB
Text_EditorKit.cpp 58KB
Render_ShapeMeshProvider.cpp 57KB
AS3_AsString.cpp 56KB
Render_FontProviderHUD.cpp 56KB
Render_TreeCacheNode.cpp 56KB
Text_LineBuffer.cpp 55KB
AS3_GFxValueImpl.cpp 55KB
AS2_AvmCharacter.cpp 55KB
AS3_Obj_Text_TextField.cpp 54KB
Text_HTMLParser.cpp 54KB
GFx_DisplayList.cpp 54KB
GFx_FontResource.cpp 54KB
AS3_Object.cpp 53KB
AS3_Obj_Ui_Keyboard.cpp 51KB
Render_StrokerAA.cpp 51KB
GFx_LoaderImpl.cpp 50KB
Sound_SoundRendererFMOD.cpp 49KB
GFx_SpriteDef.cpp 48KB
AS3_Obj_Display_DisplayObject.cpp 46KB
D3D9_HAL.cpp 45KB
Text_StyleSheet.cpp 45KB
Amp_Server.cpp 45KB
GFx_Styles.cpp 44KB
Render_GlyphCache.cpp 44KB
AS2_Value.cpp 44KB
GFx_DisplayObject.cpp 43KB
Render_Context.cpp 43KB
AS3_CodeExecute.cpp 42KB
D3D9_ShaderManager.cpp 39KB
AS3_Value.cpp 39KB
Render_Hairliner.cpp 39KB
AS3_Obj_String.cpp 38KB
AS3_Traits.cpp 38KB
AS3_Obj_Events_EventDispatcher.cpp 38KB
AS2_ArrayObject.cpp 37KB
AS3_Obj_Utils_ByteArray.cpp 37KB
D3D9_Texture.cpp 36KB
Render_Color.cpp 36KB
Render_TextMeshProvider.cpp 36KB
AS2_Object.cpp 36KB
Render_MatrixPool.cpp 35KB
GL_Texture.cpp 35KB
AS3_Obj_Display_MovieClip.cpp 35KB
HeapPT_AllocEngine.cpp 35KB
Amp_ProfileFrame.cpp 35KB
GFx_StaticText.cpp 34KB
HeapMH_MemoryHeap.cpp 33KB
AS2_Xml.cpp 32KB
Amp_Socket.cpp 31KB
AS2_RectangleObject.cpp 31KB
Render_GlyphQueue.cpp 31KB
Render_TreeShape.cpp 31KB
AS3_Obj_Display_Graphics.cpp 30KB
AS2_Function.cpp 29KB
GFx_DrawText.cpp 29KB
Render_Image.cpp 29KB
HeapPT_MemoryHeap.cpp 29KB
AS3_Obj_Text_TextFormat.cpp 29KB
AS2_IMEManager.cpp 29KB
GFx_FontProviderWin32.cpp 29KB
Render_ResizeImage.cpp 29KB
AS2_Date.cpp 28KB
GFx_Stream.cpp 28KB
AS3_Obj_Filesystem_FileStream.cpp 28KB
AS2_Selection.cpp 28KB
SF_String.cpp 28KB
AS3_Obj_Html_HTMLLoader.cpp 28KB
GFx_Button.cpp 28KB
Render_FontProviderWinAPI.cpp 28KB
Render_MeshCache.cpp 27KB
AS3_Obj_Display_Stage.cpp 27KB
Amp_Message.cpp 27KB
GFx_ASUtils.cpp 27KB
AS3_Obj_XML.cpp 27KB
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