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Added window dimming
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@@ -205,6 +205,9 @@ uniform float radius;
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uniform int discardOpaque;
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uniform int applyTint;
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uniform vec3 tint;
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uniform int primitiveMultisample;
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uniform int ignoreCorners;
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@@ -217,6 +220,12 @@ void main() {
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return;
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}
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if (applyTint == 1) {
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pixColor[0] = pixColor[0] * tint[0];
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pixColor[1] = pixColor[1] * tint[1];
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pixColor[2] = pixColor[2] * tint[2];
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}
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vec2 pixCoord = fullSize * v_texcoord;
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)#" + ROUNDED_SHADER_FUNC("pixColor") +
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@@ -238,6 +247,9 @@ uniform float radius;
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uniform int discardOpaque;
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uniform int applyTint;
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uniform vec3 tint;
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uniform int primitiveMultisample;
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uniform int ignoreCorners;
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@@ -249,10 +261,17 @@ void main() {
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}
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vec4 pixColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0);
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if (applyTint == 1) {
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pixColor[0] = pixColor[0] * tint[0];
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pixColor[1] = pixColor[1] * tint[1];
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pixColor[2] = pixColor[2] * tint[2];
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}
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vec2 pixCoord = fullSize * v_texcoord;
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)#" + ROUNDED_SHADER_FUNC("pixColor") + R"#(
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)#" + ROUNDED_SHADER_FUNC("pixColor") +
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R"#(
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gl_FragColor = pixColor * alpha;
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})#";
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@@ -319,6 +338,9 @@ uniform float radius;
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uniform int discardOpaque;
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uniform int applyTint;
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uniform vec3 tint;
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uniform int primitiveMultisample;
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uniform int ignoreCorners;
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@@ -331,9 +353,16 @@ void main() {
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return;
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}
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if (applyTint == 1) {
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pixColor[0] = pixColor[0] * tint[0];
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pixColor[1] = pixColor[1] * tint[1];
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pixColor[2] = pixColor[2] * tint[2];
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}
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vec2 pixCoord = fullSize * v_texcoord;
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)#" + ROUNDED_SHADER_FUNC("pixColor") + R"#(
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)#" + ROUNDED_SHADER_FUNC("pixColor") +
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R"#(
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gl_FragColor = pixColor * alpha;
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})#";
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