Add 4.5 engine files
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#if defined(VERTEX)
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attribute vec4 VertexCoord;
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attribute vec4 COLOR;
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attribute vec4 TexCoord;
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varying vec4 COL0;
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varying vec4 TEX0;
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vec4 _oPosition1;
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uniform mat4 MVPMatrix;
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uniform int FrameDirection;
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uniform int FrameCount;
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uniform vec2 OutputSize;
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uniform vec2 TextureSize;
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uniform vec2 InputSize;
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void main()
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{
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vec4 _oColor;
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vec2 _otexCoord;
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gl_Position = VertexCoord.x * MVPMatrix[0] + VertexCoord.y * MVPMatrix[1] + VertexCoord.z * MVPMatrix[2] + VertexCoord.w * MVPMatrix[3];
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_oPosition1 = gl_Position;
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_oColor = COLOR;
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_otexCoord = TexCoord.xy;
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COL0 = COLOR;
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TEX0.xy = TexCoord.xy;
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}
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#elif defined(FRAGMENT)
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#define BRIGHTNESS 0.5
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struct output_dummy {
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vec4 _color;
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};
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uniform int FrameDirection;
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uniform int FrameCount;
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uniform vec2 OutputSize;
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uniform vec2 TextureSize;
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uniform vec2 InputSize;
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uniform sampler2D Texture;
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varying vec4 TEX0;
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//standard texture sample looks like this: texture2D(Texture, TEX0.xy);
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void main()
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{
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vec4 myColor = texture2D(Texture, TEX0.xy);
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mat4 neighbours = mat4(
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texture2D(Texture, vec2(TEX0.x+1./TextureSize.x, TEX0.y)),
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texture2D(Texture, vec2(TEX0.x-1./TextureSize.x, TEX0.y)),
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texture2D(Texture, vec2(TEX0.x, TEX0.y+1./TextureSize.y)),
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texture2D(Texture, vec2(TEX0.x, TEX0.y-1./TextureSize.y))
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);
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mat4 zero = mat4(
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0.,0.,0.,0.,
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0.,0.,0.,0.,
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0.,0.,0.,0.,
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0.,0.,0.,0.
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);
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if(length(myColor) == 0. && neighbours != zero){
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myColor = ((neighbours[0] + neighbours[1] + neighbours[2] + neighbours[3]) / 4.) * BRIGHTNESS;
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} else if (length(myColor) != 0. && neighbours == zero) {
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myColor = myColor * BRIGHTNESS;
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}
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gl_FragColor = myColor;
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return;
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}
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#endif
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