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Fixed ES shaders so they work with OpenGL ES 3.0
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@ -213,4 +213,4 @@ extern Color lerp(const Color& c1, const Color& c2, float t);
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} // namespace libvgcode
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#endif // VGCODE_TYPES_HPP
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#endif // VGCODE_TYPES_HPP
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@ -45,4 +45,4 @@ private:
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} // namespace libvgcode
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#endif // VGCODE_OPENGLUTILS_HPP
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#endif // VGCODE_OPENGLUTILS_HPP
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@ -12,6 +12,7 @@ namespace libvgcode {
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static const char* Segments_Vertex_Shader_ES =
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"#version 300 es\n"
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"precision lowp usampler2D;\n"
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"#define POINTY_CAPS\n"
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"#define FIX_TWISTING\n"
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"const vec3 light_top_dir = vec3(-0.4574957, 0.4574957, 0.7624929);\n"
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@ -156,6 +157,7 @@ static const char* Segments_Fragment_Shader_ES =
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static const char* Options_Vertex_Shader_ES =
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"#version 300 es\n"
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"precision lowp usampler2D;\n"
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"const vec3 light_top_dir = vec3(-0.4574957, 0.4574957, 0.7624929);\n"
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"const float light_top_diffuse = 0.6 * 0.8;\n"
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"const float light_top_specular = 0.6 * 0.125;\n"
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