Cleanup
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@@ -1,34 +1,16 @@
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#ifdef GL_ES
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precision mediump float;
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precision lowp int;
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#define INTEGER lowp int
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#else
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#define INTEGER int
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#endif
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//#define GRADIENTS
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#define step 0.5
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const int MAX_COLORS = 10;
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uniform INTEGER u_colornum;
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uniform vec4 u_colors[MAX_COLORS];
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varying float v_height;
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void main() {
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#ifdef GRADIENTS
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uniform sampler2D u_colors;
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int from = int(v_height * float(u_colornum));
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int to = int(clamp(float(int(v_height * float(u_colornum) + 1.0)), 0.0, float(u_colornum)-1.0));
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float alpha = fract(v_height * float(u_colornum));
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alpha = floor(alpha / step) * step;
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gl_FragColor = vec4(mix(u_colors[from], u_colors[to], alpha));
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#else
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gl_FragColor = u_colors[int(v_height * float(u_colornum))];
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#endif
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void main(){
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gl_FragColor = texture2D(u_colors, vec2(v_height, 0.0));
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}
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