Static variables

@:value("#pragma header\r\n\t\t\r\n void main(void)\r\n {\r\n gl_FragColor = flixel_texture2D(bitmap, openfl_TextureCoordv);\r\n }")staticfinalread onlydefaultFragmentSource:String = "#pragma header\r\n\t\t\r\n void main(void)\r\n {\r\n gl_FragColor = flixel_texture2D(bitmap, openfl_TextureCoordv);\r\n }"

@:value("#pragma header\r\n\t\t\r\n attribute float alpha;\r\n attribute vec4 colorMultiplier;\r\n attribute vec4 colorOffset;\r\n uniform bool hasColorTransform;\r\n \r\n void main(void)\r\n {\r\n #pragma body\r\n \r\n openfl_Alphav = openfl_Alpha * alpha;\r\n \r\n if (hasColorTransform)\r\n {\r\n openfl_ColorOffsetv = colorOffset / 255.0;\r\n openfl_ColorMultiplierv = colorMultiplier;\r\n }\r\n }")staticfinalread onlydefaultVertexSource:String = "#pragma header\r\n\t\t\r\n attribute float alpha;\r\n attribute vec4 colorMultiplier;\r\n attribute vec4 colorOffset;\r\n uniform bool hasColorTransform;\r\n \r\n void main(void)\r\n {\r\n #pragma body\r\n \r\n openfl_Alphav = openfl_Alpha * alpha;\r\n \r\n if (hasColorTransform)\r\n {\r\n openfl_ColorOffsetv = colorOffset / 255.0;\r\n openfl_ColorMultiplierv = colorMultiplier;\r\n }\r\n }"

@:value("vec4 color = texture2D (bitmap, openfl_TextureCoordv);\r\n\r\n if (color.a == 0.0) {\r\n\r\n gl_FragColor = vec4 (0.0, 0.0, 0.0, 0.0);\r\n\r\n } else if (openfl_HasColorTransform) {\r\n\r\n color = vec4 (color.rgb / color.a, color.a);\r\n\r\n mat4 colorMultiplier = mat4 (0);\r\n colorMultiplier[0][0] = openfl_ColorMultiplierv.x;\r\n colorMultiplier[1][1] = openfl_ColorMultiplierv.y;\r\n colorMultiplier[2][2] = openfl_ColorMultiplierv.z;\r\n colorMultiplier[3][3] = 1.0; // openfl_ColorMultiplierv.w;\r\n\r\n color = clamp (openfl_ColorOffsetv + (color * colorMultiplier), 0.0, 1.0);\r\n\r\n if (color.a > 0.0) {\r\n\r\n gl_FragColor = vec4 (color.rgb * color.a * openfl_Alphav, color.a * openfl_Alphav);\r\n\r\n } else {\r\n\r\n gl_FragColor = vec4 (0.0, 0.0, 0.0, 0.0);\r\n\r\n }\r\n\r\n } else {\r\n\r\n gl_FragColor = color * openfl_Alphav;\r\n\r\n }")staticfinalread onlyfragBody:String = "vec4 color = texture2D (bitmap, openfl_TextureCoordv);\r\n\r\n if (color.a == 0.0) {\r\n\r\n gl_FragColor = vec4 (0.0, 0.0, 0.0, 0.0);\r\n\r\n } else if (openfl_HasColorTransform) {\r\n\r\n color = vec4 (color.rgb / color.a, color.a);\r\n\r\n mat4 colorMultiplier = mat4 (0);\r\n colorMultiplier[0][0] = openfl_ColorMultiplierv.x;\r\n colorMultiplier[1][1] = openfl_ColorMultiplierv.y;\r\n colorMultiplier[2][2] = openfl_ColorMultiplierv.z;\r\n colorMultiplier[3][3] = 1.0; // openfl_ColorMultiplierv.w;\r\n\r\n color = clamp (openfl_ColorOffsetv + (color * colorMultiplier), 0.0, 1.0);\r\n\r\n if (color.a > 0.0) {\r\n\r\n gl_FragColor = vec4 (color.rgb * color.a * openfl_Alphav, color.a * openfl_Alphav);\r\n\r\n } else {\r\n\r\n gl_FragColor = vec4 (0.0, 0.0, 0.0, 0.0);\r\n\r\n }\r\n\r\n } else {\r\n\r\n gl_FragColor = color * openfl_Alphav;\r\n\r\n }"

@:value("varying float openfl_Alphav;\r\n varying vec4 openfl_ColorMultiplierv;\r\n varying vec4 openfl_ColorOffsetv;\r\n varying vec2 openfl_TextureCoordv;\r\n\r\n uniform bool openfl_HasColorTransform;\r\n uniform vec2 openfl_TextureSize;\r\n uniform sampler2D bitmap;\r\n\r\n uniform bool hasTransform;\r\n uniform bool hasColorTransform;\r\n\r\n vec4 flixel_texture2D(sampler2D bitmap, vec2 coord)\r\n {\r\n vec4 color = texture2D(bitmap, coord);\r\n if (!hasTransform)\r\n {\r\n return color;\r\n }\r\n\r\n if (color.a == 0.0)\r\n {\r\n return vec4(0.0, 0.0, 0.0, 0.0);\r\n }\r\n\r\n if (!hasColorTransform)\r\n {\r\n return color * openfl_Alphav;\r\n }\r\n\r\n color = vec4(color.rgb / color.a, color.a);\r\n\r\n mat4 colorMultiplier = mat4(0);\r\n colorMultiplier[0][0] = openfl_ColorMultiplierv.x;\r\n colorMultiplier[1][1] = openfl_ColorMultiplierv.y;\r\n colorMultiplier[2][2] = openfl_ColorMultiplierv.z;\r\n colorMultiplier[3][3] = openfl_ColorMultiplierv.w;\r\n\r\n color = clamp(openfl_ColorOffsetv + (color * colorMultiplier), 0.0, 1.0);\r\n\r\n if (color.a > 0.0)\r\n {\r\n return vec4(color.rgb * color.a * openfl_Alphav, color.a * openfl_Alphav);\r\n }\r\n return vec4(0.0, 0.0, 0.0, 0.0);\r\n }\r\n\r\n uniform vec4 _camSize;\r\n \r\n float map(float value, float min1, float max1, float min2, float max2) {\r\n return min2 + (value - min1) * (max2 - min2) / (max1 - min1);\r\n }\r\n \r\n vec2 getCamPos(vec2 pos) {\r\n vec4 size = _camSize / vec4(openfl_TextureSize, openfl_TextureSize);\r\n return vec2(map(pos.x, size.x, size.x + size.z, 0.0, 1.0), map(pos.y, size.y, size.y + size.w, 0.0, 1.0));\r\n }\r\n vec2 camToOg(vec2 pos) {\r\n vec4 size = _camSize / vec4(openfl_TextureSize, openfl_TextureSize);\r\n return vec2(map(pos.x, 0.0, 1.0, size.x, size.x + size.z), map(pos.y, 0.0, 1.0, size.y, size.y + size.w));\r\n }\r\n vec4 textureCam(sampler2D bitmap, vec2 pos) {\r\n return flixel_texture2D(bitmap, camToOg(pos));\r\n }")staticfinalread onlyfragHeader:String = "varying float openfl_Alphav;\r\n varying vec4 openfl_ColorMultiplierv;\r\n varying vec4 openfl_ColorOffsetv;\r\n varying vec2 openfl_TextureCoordv;\r\n\r\n uniform bool openfl_HasColorTransform;\r\n uniform vec2 openfl_TextureSize;\r\n uniform sampler2D bitmap;\r\n\r\n uniform bool hasTransform;\r\n uniform bool hasColorTransform;\r\n\r\n vec4 flixel_texture2D(sampler2D bitmap, vec2 coord)\r\n {\r\n vec4 color = texture2D(bitmap, coord);\r\n if (!hasTransform)\r\n {\r\n return color;\r\n }\r\n\r\n if (color.a == 0.0)\r\n {\r\n return vec4(0.0, 0.0, 0.0, 0.0);\r\n }\r\n\r\n if (!hasColorTransform)\r\n {\r\n return color * openfl_Alphav;\r\n }\r\n\r\n color = vec4(color.rgb / color.a, color.a);\r\n\r\n mat4 colorMultiplier = mat4(0);\r\n colorMultiplier[0][0] = openfl_ColorMultiplierv.x;\r\n colorMultiplier[1][1] = openfl_ColorMultiplierv.y;\r\n colorMultiplier[2][2] = openfl_ColorMultiplierv.z;\r\n colorMultiplier[3][3] = openfl_ColorMultiplierv.w;\r\n\r\n color = clamp(openfl_ColorOffsetv + (color * colorMultiplier), 0.0, 1.0);\r\n\r\n if (color.a > 0.0)\r\n {\r\n return vec4(color.rgb * color.a * openfl_Alphav, color.a * openfl_Alphav);\r\n }\r\n return vec4(0.0, 0.0, 0.0, 0.0);\r\n }\r\n\r\n uniform vec4 _camSize;\r\n \r\n float map(float value, float min1, float max1, float min2, float max2) {\r\n return min2 + (value - min1) * (max2 - min2) / (max1 - min1);\r\n }\r\n \r\n vec2 getCamPos(vec2 pos) {\r\n vec4 size = _camSize / vec4(openfl_TextureSize, openfl_TextureSize);\r\n return vec2(map(pos.x, size.x, size.x + size.z, 0.0, 1.0), map(pos.y, size.y, size.y + size.w, 0.0, 1.0));\r\n }\r\n vec2 camToOg(vec2 pos) {\r\n vec4 size = _camSize / vec4(openfl_TextureSize, openfl_TextureSize);\r\n return vec2(map(pos.x, 0.0, 1.0, size.x, size.x + size.z), map(pos.y, 0.0, 1.0, size.y, size.y + size.w));\r\n }\r\n vec4 textureCam(sampler2D bitmap, vec2 pos) {\r\n return flixel_texture2D(bitmap, camToOg(pos));\r\n }"

@:value("openfl_Alphav = openfl_Alpha;\r\n\t\topenfl_TextureCoordv = openfl_TextureCoord;\r\n\r\n\t\tif (openfl_HasColorTransform) {\r\n\r\n\t\t\topenfl_ColorMultiplierv = openfl_ColorMultiplier;\r\n\t\t\topenfl_ColorOffsetv = openfl_ColorOffset / 255.0;\r\n\r\n\t\t}\r\n\r\n\t\tgl_Position = openfl_Matrix * openfl_Position;")staticfinalread onlyvertBody:String = "openfl_Alphav = openfl_Alpha;\r\n\t\topenfl_TextureCoordv = openfl_TextureCoord;\r\n\r\n\t\tif (openfl_HasColorTransform) {\r\n\r\n\t\t\topenfl_ColorMultiplierv = openfl_ColorMultiplier;\r\n\t\t\topenfl_ColorOffsetv = openfl_ColorOffset / 255.0;\r\n\r\n\t\t}\r\n\r\n\t\tgl_Position = openfl_Matrix * openfl_Position;"

@:value("attribute float openfl_Alpha;\r\n attribute vec4 openfl_ColorMultiplier;\r\n attribute vec4 openfl_ColorOffset;\r\n attribute vec4 openfl_Position;\r\n attribute vec2 openfl_TextureCoord;\r\n\r\n varying float openfl_Alphav;\r\n varying vec4 openfl_ColorMultiplierv;\r\n varying vec4 openfl_ColorOffsetv;\r\n varying vec2 openfl_TextureCoordv;\r\n\r\n uniform mat4 openfl_Matrix;\r\n uniform bool openfl_HasColorTransform;\r\n uniform vec2 openfl_TextureSize;")staticfinalread onlyvertHeader:String = "attribute float openfl_Alpha;\r\n attribute vec4 openfl_ColorMultiplier;\r\n attribute vec4 openfl_ColorOffset;\r\n attribute vec4 openfl_Position;\r\n attribute vec2 openfl_TextureCoord;\r\n\r\n varying float openfl_Alphav;\r\n varying vec4 openfl_ColorMultiplierv;\r\n varying vec4 openfl_ColorOffsetv;\r\n varying vec2 openfl_TextureCoordv;\r\n\r\n uniform mat4 openfl_Matrix;\r\n uniform bool openfl_HasColorTransform;\r\n uniform vec2 openfl_TextureSize;"