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define gl_FragColor for macos
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@ -13,6 +13,9 @@ flat in vec2 screen_cell_pos;
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// Position the fragment coordinate to the upper left
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layout(origin_upper_left) in vec4 gl_FragCoord;
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// Must declare this output for some versions of OpenGL.
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layout(location = 0) out vec4 FragColor;
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// Font texture
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uniform sampler2D text;
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@ -28,16 +31,16 @@ const uint MODE_CURSOR_RECT_HOLLOW = 4u;
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void main() {
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switch (mode) {
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case MODE_BG:
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gl_FragColor = color;
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FragColor = color;
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break;
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case MODE_FG:
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float a = texture(text, glyph_tex_coords).r;
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gl_FragColor = vec4(color.rgb, color.a*a);
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FragColor = vec4(color.rgb, color.a*a);
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break;
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case MODE_CURSOR_RECT:
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gl_FragColor = color;
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FragColor = color;
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break;
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case MODE_CURSOR_RECT_HOLLOW:
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@ -46,7 +49,7 @@ void main() {
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// rectangle so we take the slowdown for that one.
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// Default to no color.
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gl_FragColor = vec4(0., 0., 0., 0.);
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FragColor = vec4(0., 0., 0., 0.);
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// We subtracted one from cell size because our coordinates start at 0.
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// So a width of 50 means max pixel of 49.
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@ -70,7 +73,7 @@ void main() {
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abs(cell_frag_coord.x - cell_size_coords.x) < eps ||
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abs(cell_frag_coord.y) < eps ||
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abs(cell_frag_coord.y - cell_size_coords.y) < eps) {
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gl_FragColor = color;
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FragColor = color;
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}
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}
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