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Disambiguate texture name from texture() function in basic fragment shader
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@ -21,7 +21,7 @@ varying vec2 varTexcoord;
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// global alpha value
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// global alpha value
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uniform float aValue;
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uniform float aValue;
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uniform sampler2D texture;
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uniform sampler2D aTexture;
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#if __VERSION__ >= 140
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#if __VERSION__ >= 140
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#define OUTPUT_TEXTURE(TEX) vec4 tex = texture(TEX, varTexcoord.st, 0.0); fragColor = vec4(tex.r, tex.g, tex.b, tex.a*aValue)
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#define OUTPUT_TEXTURE(TEX) vec4 tex = texture(TEX, varTexcoord.st, 0.0); fragColor = vec4(tex.r, tex.g, tex.b, tex.a*aValue)
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@ -31,5 +31,5 @@ uniform sampler2D texture;
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void main(void)
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void main(void)
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{
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{
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OUTPUT_TEXTURE(texture);
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OUTPUT_TEXTURE(aTexture);
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}
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}
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@ -428,7 +428,7 @@ static GLuint _build_program(demoSource *vertexSource, demoSource *fragmentSourc
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// Setup common program input points //
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// Setup common program input points //
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///////////////////////////////////////
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///////////////////////////////////////
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texSamplerLoc = glGetUniformLocation(prgName, "texture");
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texSamplerLoc = glGetUniformLocation(prgName, "aTexture");
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if (texSamplerLoc < 0) {
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if (texSamplerLoc < 0) {
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LOG("OOPS, no framebufferTexture shader : %d", texSamplerLoc);
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LOG("OOPS, no framebufferTexture shader : %d", texSamplerLoc);
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} else {
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} else {
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