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openfl

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A fast, productive library for 2D cross-platform development.

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// Class: openfl.display._internal.Context3DMaskShader var $global = typeof window != "undefined" ? window : typeof global != "undefined" ? global : typeof self != "undefined" ? self : this $global.Object.defineProperty(exports, "__esModule", {value: true}); var __map_reserved = {}; // Imports var $hxClasses = require("./../../../hxClasses_stub").default; var $hxEnums = require("./../../../hxEnums_stub").default; var $import = require("./../../../import_stub").default; var $extend = require("./../../../extend_stub").default; function openfl_display_Shader() {return require("./../../../openfl/display/Shader");} function openfl_display_BitmapData() {return require("./../../../openfl/display/BitmapData");} // Constructor var Context3DMaskShader = function() { if(this.__glFragmentSource == null) { this.__glFragmentSource = "varying vec2 openfl_TextureCoordv;\n\n\t\tuniform sampler2D openfl_Texture;\n\n\t\tvoid main(void) {\n\n\t\t\tvec4 color = texture2D (openfl_Texture, openfl_TextureCoordv);\n\n\t\t\tif (color.a == 0.0) {\n\n\t\t\t\tdiscard;\n\n\t\t\t} else {\n\n\t\t\t\tgl_FragColor = color;\n\n\t\t\t}\n\n\t\t}"; } if(this.__glVertexSource == null) { this.__glVertexSource = "attribute vec4 openfl_Position;\n\t\tattribute vec2 openfl_TextureCoord;\n\t\tvarying vec2 openfl_TextureCoordv;\n\n\t\tuniform mat4 openfl_Matrix;\n\n\t\tvoid main(void) {\n\n\t\t\topenfl_TextureCoordv = openfl_TextureCoord;\n\n\t\t\tgl_Position = openfl_Matrix * openfl_Position;\n\n\t\t}"; } (openfl_display_Shader().default).call(this); this.__isGenerated = true; this.__initGL(); } // Meta Context3DMaskShader.__name__ = "openfl.display._internal.Context3DMaskShader"; Context3DMaskShader.__isInterface__ = false; Context3DMaskShader.__super__ = (openfl_display_Shader().default); Context3DMaskShader.prototype = $extend((openfl_display_Shader().default).prototype, { }); Context3DMaskShader.prototype.__class__ = Context3DMaskShader.prototype.constructor = $hxClasses["openfl.display._internal.Context3DMaskShader"] = Context3DMaskShader; // Init // Statics Context3DMaskShader.opaqueBitmapData = new (openfl_display_BitmapData().default)(1,1,false,0) // Export exports.default = Context3DMaskShader;