Diff
checker
Text
Text
Images
Documents
Excel
Folders
Legal
Enterprise
Desktop
Pricing
Sign in
Download Diffchecker Desktop
Compare text
Find the difference between two text files
Tools
History
Real-time editor
Hide unchanged lines
Disable line wrap
Layout
Split
Unified
Diff precision
Smart
Word
Char
Syntax highlighting
Choose syntax
Ignore
Transform text
Go to first change
Edit input
Diffchecker Desktop
The most secure way to run Diffchecker. Get the Diffchecker Desktop app: your diffs never leave your computer!
Get Desktop
Untitled diff
Created
9 years ago
Diff never expires
Clear
Export
Share
The two texts are identical
There is no difference to show between these two texts
0 removals
Lines
Total
Removed
Characters
Total
Removed
To continue using this feature, upgrade to
Diff
checker
Pro
View Pricing
80 lines
Copy
0 additions
Lines
Total
Added
Characters
Total
Added
To continue using this feature, upgrade to
Diff
checker
Pro
View Pricing
80 lines
Copy
#version 100
#version 100
precision highp float;
precision highp float;
precision highp int;
precision highp int;
void FFP_Add(in vec3 vIn0, in vec3 vIn1, out vec3 vOut)
void FFP_Add(in vec3 vIn0, in vec3 vIn1, out vec3 vOut)
{
{
vOut = vIn0 + vIn1;
vOut = vIn0 + vIn1;
}
}
void FFP_Assign(in vec4 vIn, out vec4 vOut)
void FFP_Assign(in vec4 vIn, out vec4 vOut)
{
{
vOut = vIn;
vOut = vIn;
}
}
void FFP_Construct(in float r, in float g, in float b, in float a, out vec4 vOut)
void FFP_Construct(in float r, in float g, in float b, in float a, out vec4 vOut)
{
{
vOut = vec4(r,g,b,a);
vOut = vec4(r,g,b,a);
}
}
void FFP_Modulate(in vec4 vIn0, in vec4 vIn1, out vec4 vOut)
void FFP_Modulate(in vec4 vIn0, in vec4 vIn1, out vec4 vOut)
{
{
vOut = vIn0 * vIn1;
vOut = vIn0 * vIn1;
}
}
void FFP_SampleTexture(in sampler2D s, in vec2 f, out vec4 t)
void FFP_SampleTexture(in sampler2D s, in vec2 f, out vec4 t)
{
{
t = texture2D(s, f);
t = texture2D(s, f);
}
}
uniform sampler2D gTextureSampler0;
uniform sampler2D gTextureSampler0;
varying vec4 oColor_0;
varying vec4 oColor_0;
varying vec2 oTexcoord2_0;
varying vec2 oTexcoord2_0;
void main() {
void main() {
vec4 outputColor;
vec4 outputColor;
vec4 lLocalParam_0;
vec4 lLocalParam_0;
vec4 texel_0;
vec4 texel_0;
vec4 source1;
vec4 source1;
vec4 source2;
vec4 source2;
FFP_Construct(0.0, 0.0, 0.0, 0.0, lLocalParam_0);
FFP_Construct(0.0, 0.0, 0.0, 0.0, lLocalParam_0);
FFP_Assign(oColor_0, outputColor);
FFP_Assign(oColor_0, outputColor);
FFP_SampleTexture(gTextureSampler0, oTexcoord2_0, texel_0);
FFP_SampleTexture(gTextureSampler0, oTexcoord2_0, texel_0);
FFP_Assign(texel_0, source1);
FFP_Assign(texel_0, source1);
FFP_Assign(oColor_0, source2);
FFP_Assign(oColor_0, source2);
FFP_Modulate(source1, source2, outputColor);
FFP_Modulate(source1, source2, outputColor);
FFP_Add(outputColor.xyz, lLocalParam_0.xyz, outputColor.xyz);
FFP_Add(outputColor.xyz, lLocalParam_0.xyz, outputColor.xyz);
gl_FragColor = outputColor;
gl_FragColor = outputColor;
}
}
Saved diffs
Original text
Open file
#version 100 precision highp float; precision highp int; void FFP_Add(in vec3 vIn0, in vec3 vIn1, out vec3 vOut) { vOut = vIn0 + vIn1; } void FFP_Assign(in vec4 vIn, out vec4 vOut) { vOut = vIn; } void FFP_Construct(in float r, in float g, in float b, in float a, out vec4 vOut) { vOut = vec4(r,g,b,a); } void FFP_Modulate(in vec4 vIn0, in vec4 vIn1, out vec4 vOut) { vOut = vIn0 * vIn1; } void FFP_SampleTexture(in sampler2D s, in vec2 f, out vec4 t) { t = texture2D(s, f); } uniform sampler2D gTextureSampler0; varying vec4 oColor_0; varying vec2 oTexcoord2_0; void main() { vec4 outputColor; vec4 lLocalParam_0; vec4 texel_0; vec4 source1; vec4 source2; FFP_Construct(0.0, 0.0, 0.0, 0.0, lLocalParam_0); FFP_Assign(oColor_0, outputColor); FFP_SampleTexture(gTextureSampler0, oTexcoord2_0, texel_0); FFP_Assign(texel_0, source1); FFP_Assign(oColor_0, source2); FFP_Modulate(source1, source2, outputColor); FFP_Add(outputColor.xyz, lLocalParam_0.xyz, outputColor.xyz); gl_FragColor = outputColor; }
Changed text
Open file
#version 100 precision highp float; precision highp int; void FFP_Add(in vec3 vIn0, in vec3 vIn1, out vec3 vOut) { vOut = vIn0 + vIn1; } void FFP_Assign(in vec4 vIn, out vec4 vOut) { vOut = vIn; } void FFP_Construct(in float r, in float g, in float b, in float a, out vec4 vOut) { vOut = vec4(r,g,b,a); } void FFP_Modulate(in vec4 vIn0, in vec4 vIn1, out vec4 vOut) { vOut = vIn0 * vIn1; } void FFP_SampleTexture(in sampler2D s, in vec2 f, out vec4 t) { t = texture2D(s, f); } uniform sampler2D gTextureSampler0; varying vec4 oColor_0; varying vec2 oTexcoord2_0; void main() { vec4 outputColor; vec4 lLocalParam_0; vec4 texel_0; vec4 source1; vec4 source2; FFP_Construct(0.0, 0.0, 0.0, 0.0, lLocalParam_0); FFP_Assign(oColor_0, outputColor); FFP_SampleTexture(gTextureSampler0, oTexcoord2_0, texel_0); FFP_Assign(texel_0, source1); FFP_Assign(oColor_0, source2); FFP_Modulate(source1, source2, outputColor); FFP_Add(outputColor.xyz, lLocalParam_0.xyz, outputColor.xyz); gl_FragColor = outputColor; }
Find difference