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#ifdef GL_ES | |
precision highp float; | |
#endif | |
varying vec2 vTextureCoord; | |
uniform sampler2D uSampler; | |
uniform vec3 uColor; |
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#ifdef GL_ES | |
precision highp float; | |
#endif | |
varying vec2 vTextureCoord; | |
varying vec3 vLightWeighting; | |
uniform float uAlpha; | |
uniform sampler2D uSampler; |
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#ifdef GL_ES | |
precision highp float; | |
#endif | |
varying vec2 vTextureCoord; | |
uniform sampler2D uSampler; | |
void main(void) { | |
gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t)); |
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#ifdef GL_ES | |
precision highp float; | |
#endif | |
varying vec2 vTextureCoord; | |
uniform sampler2D uSampler; | |
void main(void) { | |
gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t)); |
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#ifdef GL_ES | |
precision highp float; | |
#endif | |
varying vec4 vColor; | |
void main(void) { | |
gl_FragColor = vColor; | |
} |
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#ifdef GL_ES | |
precision highp float; | |
#endif | |
varying vec4 vColor; | |
void main(void) { | |
gl_FragColor = vColor; | |
} |
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#ifdef GL_ES | |
precision highp float; | |
#endif | |
varying vec4 vColor; | |
void main(void) { | |
gl_FragColor = vColor; | |
} |
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void main(void) { | |
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); | |
} |
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//require('plask');せずにPlask使ってみるテスト。 | |
//timer回してみる。 | |
var window = new PlaskRawMac.NSWindow(0,400,400,1,-1,0); | |
var canvas = new PlaskRawMac.SkCanvas(window); | |
var paint = new PlaskRawMac.SkPaint; | |
paint.setFill(); | |
paint.setAntiAlias(true); | |
setInterval(function () { |
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//require('plask');せずにPlask使ってみるテスト。 | |
var window = new PlaskRawMac.NSWindow(0,400,400,1,-1,0); | |
var canvas = new PlaskRawMac.SkCanvas(window); | |
var paint = new PlaskRawMac.SkPaint; | |
paint.setFill(); | |
paint.setAntiAlias(true); | |
paint.setColor(80, 0, 0, 255); | |
canvas.clear(230, 230, 230, 255); | |
canvas.drawCircle(paint, 200, 200, 200); |