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+<html>
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+ <script src="../../build/spine-webgl.js"></script>
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+ <script src="https://code.jquery.com/jquery-3.1.0.min.js"></script>
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+ <style>
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+ * { margin: 0; padding: 0; }
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+ body, html { height: 100% }
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+ canvas { width: 640px ;height: 640px; }
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+ </style>
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+ <body>
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+ <canvas id="canvas" style="background: #ff00ff;"></canvas>
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+ <div>
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+ <div><label>Light: </label><input type="text" value="ffffffff" id="light"></div>
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+ <div><label>Dark: </label><input type="text" value="000000" id="dark"></div>
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+ <div><label>PMA blend:</label><input type="checkbox" id="pmaBlend"></div>
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+ <div><label>Ivan's shader:</label><input type="checkbox" id="ivan"></div>
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+ </div>
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+ </body>
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+ <script>
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+
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+ $("#light").change(function() {
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+ setColors();
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+ });
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+
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+ $("#dark").change(function() {
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+ setColors();
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+ });
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+
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+ $("#pmaBlend").change(function() {
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+ setColors();
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+ });
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+
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+ function setColors() {
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+ var light = $("#light").val();
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+ var r = parseInt(light.substr(0,2),16) / 255;
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+ var g = parseInt(light.substr(2,2),16) / 255;
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+ var b = parseInt(light.substr(4,2),16) / 255;
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+ var a = parseInt(light.substr(6,2),16) / 255;
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+
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+ var dark = $("#dark").val();
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+ var dr = parseInt(dark.substr(0,2),16) / 255;
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+ var dg = parseInt(dark.substr(2,2),16) / 255;
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+ var db = parseInt(dark.substr(4,2),16) / 255;
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+
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+ var pma = $("#pmaBlend").prop("checked");
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+ if (pma) {
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+ r *= a;
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+ g *= a;
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+ b *= a;
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+
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+ dr *= a;
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+ dg *= a;
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+ db *= a;
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+ da = 1;
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+ } else {
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+ da = 0;
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+ }
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+
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+ for (var i = 0, j = 2, k = 8; i < 4; i++, j+=12, k+=12) {
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+ vertices[j] = r;
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+ vertices[j+1] = g;
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+ vertices[j+2] = b;
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+ vertices[j+3] = a;
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+
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+ vertices[k] = dr;
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+ vertices[k+1] = dg;
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+ vertices[k+2] = db;
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+ vertices[k+3] = da;
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+ }
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+ }
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+
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+ var canvas = document.getElementById("canvas");
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+ canvas.width = canvas.clientWidth;
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+ canvas.height = canvas.clientHeight;
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+ var context = new spine.webgl.ManagedWebGLRenderingContext(canvas, { alpha: false });
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+ var gl = context.gl;
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+
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+ var vertices = [ -1, -1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0,
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+ 1, -1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0,
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+ 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0,
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+ -1, 1, 1, 1, 1, 1, 0, 1, 0, 0, 0, 0];
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+ var indices = [ 0, 1, 2, 2, 3, 0 ];
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+
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+ var shader = spine.webgl.Shader.newTwoColoredTextured(context);
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+ var ivanShader = loadIvanShader(context, shader);
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+
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+ var assetManager = new spine.webgl.AssetManager(context);
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+ assetManager.loadTexture("assets/spineboy.png");
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+ assetManager.loadTexture("assets/spineboy-pma.png");
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+
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+ var camMatrix = new spine.webgl.Matrix4();
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+
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+ var batcher = new spine.webgl.PolygonBatcher(context, true);
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+
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+ requestAnimationFrame(load);
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+
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+ function load () {
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+ if (assetManager.isLoadingComplete()) {
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+ texture = assetManager.get("assets/spineboy.png");
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+ texturePma = assetManager.get("assets/spineboy-pma.png");
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+ requestAnimationFrame(render);
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+ } else requestAnimationFrame(load);
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+ }
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+
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+ function render() {
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+ gl.clearColor(1, 0, 1, 1);
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+ gl.clear(gl.COLOR_BUFFER_BIT);
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+
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+ var pma = $("#pmaBlend").prop("checked");
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+ var ivan = $("#ivan").prop("checked")
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+ var s = ivan ? ivanShader : shader;
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+
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+ s.bind();
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+ s.setUniform4x4f(spine.webgl.Shader.MVP_MATRIX, camMatrix.values);
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+ s.setUniformi("u_texture", 0);
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+ if (texture != null) {
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+ batcher.setBlendMode(pma ? context.gl.ONE : context.gl.SRC_ALPHA, context.gl.ONE_MINUS_SRC_ALPHA)
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+ batcher.begin(s);
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+ batcher.draw(pma ? texturePma : texture, vertices, indices);
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+ batcher.end();
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+ }
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+ s.unbind();
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+
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+ requestAnimationFrame(render);
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+ }
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+
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+ function loadIvanShader (context, shader) {
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+ var vs = shader.getVertexShaderSource();
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+
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+ let fs = `
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+ #ifdef GL_ES
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+ #define LOWP lowp
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+ precision mediump float;
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+ #else
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+ #define LOWP
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+ #endif
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+ varying LOWP vec4 v_light;
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+ varying LOWP vec4 v_dark;
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+ varying vec2 v_texCoords;
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+ uniform sampler2D u_texture;
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+ void main () {
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+ vec4 texColor = texture2D(u_texture, v_texCoords);
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+ gl_FragColor.a = texColor.a * v_light.a;
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+ gl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;
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+ }
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+ `;
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+
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+ return new spine.webgl.Shader(context, vs, fs);
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+ }
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+ </script>
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