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https://github.com/FunkyFr3sh/cnc-ddraw.git
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separate d3d9 and opengl shaders into 2 headers
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parent
a741fa9dca
commit
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@ -32,7 +32,8 @@
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<ClInclude Include="inc\main.h" />
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<ClInclude Include="inc\main.h" />
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<ClInclude Include="inc\opengl.h" />
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<ClInclude Include="inc\opengl.h" />
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<ClInclude Include="inc\palette.h" />
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<ClInclude Include="inc\palette.h" />
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<ClInclude Include="inc\paletteshader.h" />
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<ClInclude Include="inc\openglshader.h" />
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<ClInclude Include="inc\d3d9shader.h" />
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<ClInclude Include="inc\png.h" />
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<ClInclude Include="inc\png.h" />
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<ClInclude Include="inc\pngconf.h" />
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<ClInclude Include="inc\pngconf.h" />
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<ClInclude Include="inc\surface.h" />
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<ClInclude Include="inc\surface.h" />
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@ -89,7 +89,10 @@
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<ClInclude Include="inc\opengl.h">
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<ClInclude Include="inc\opengl.h">
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<Filter>Header Files</Filter>
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<Filter>Header Files</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="inc\paletteshader.h">
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<ClInclude Include="inc\openglshader.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="inc\d3d9shader.h">
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<Filter>Header Files</Filter>
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<Filter>Header Files</Filter>
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</ClInclude>
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</ClInclude>
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</ItemGroup>
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</ItemGroup>
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101
inc/d3d9shader.h
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101
inc/d3d9shader.h
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@ -0,0 +1,101 @@
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#if 0
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//
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// Generated by Microsoft (R) HLSL Shader Compiler 10.1
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//
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// Parameters:
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//
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// sampler2D PaletteTex;
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// sampler2D SurfaceTex;
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//
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//
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// Registers:
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//
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// Name Reg Size
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// ------------ ----- ----
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// SurfaceTex s0 1
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// PaletteTex s1 1
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//
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ps_2_0
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def c0, 0.99609375, 0.001953125, 0, 0
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dcl t0.xy
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dcl_2d s0
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dcl_2d s1
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texld r0, t0, s0
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mad r0.x, r0.x, c0.x, c0.y
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mov r0.y, c0.z
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texld r0, r0, s1
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mov oC0, r0
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// approximately 5 instruction slots used (2 texture, 3 arithmetic)
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// fxc.exe /Tps_2_0 shader.hlsl /Fhshader.h
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/*
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uniform sampler2D SurfaceTex;
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uniform sampler2D PaletteTex;
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float4 main(float2 texCoords : TEXCOORD) : COLOR
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{
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float pIndex = tex2D(SurfaceTex, texCoords).r;
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return tex2D(PaletteTex, float2(pIndex * (255./256) + (0.5/256), 0));
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}
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*/
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#endif
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const BYTE PalettePixelShaderSrc[] =
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{
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0, 2, 255, 255, 254, 255,
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44, 0, 67, 84, 65, 66,
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28, 0, 0, 0, 131, 0,
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0, 0, 0, 2, 255, 255,
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2, 0, 0, 0, 28, 0,
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0, 0, 0, 1, 0, 0,
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124, 0, 0, 0, 68, 0,
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0, 0, 3, 0, 1, 0,
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1, 0, 0, 0, 80, 0,
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0, 0, 0, 0, 0, 0,
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96, 0, 0, 0, 3, 0,
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0, 0, 1, 0, 0, 0,
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108, 0, 0, 0, 0, 0,
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0, 0, 80, 97, 108, 101,
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116, 116, 101, 84, 101, 120,
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0, 171, 4, 0, 12, 0,
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1, 0, 1, 0, 1, 0,
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0, 0, 0, 0, 0, 0,
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83, 117, 114, 102, 97, 99,
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101, 84, 101, 120, 0, 171,
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4, 0, 12, 0, 1, 0,
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1, 0, 1, 0, 0, 0,
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0, 0, 0, 0, 112, 115,
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95, 50, 95, 48, 0, 77,
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105, 99, 114, 111, 115, 111,
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102, 116, 32, 40, 82, 41,
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32, 72, 76, 83, 76, 32,
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83, 104, 97, 100, 101, 114,
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32, 67, 111, 109, 112, 105,
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108, 101, 114, 32, 49, 48,
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46, 49, 0, 171, 81, 0,
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0, 5, 0, 0, 15, 160,
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0, 0, 127, 63, 0, 0,
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0, 59, 0, 0, 0, 0,
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0, 0, 0, 0, 31, 0,
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0, 2, 0, 0, 0, 128,
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0, 0, 3, 176, 31, 0,
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0, 2, 0, 0, 0, 144,
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0, 8, 15, 160, 31, 0,
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0, 2, 0, 0, 0, 144,
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1, 8, 15, 160, 66, 0,
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0, 3, 0, 0, 15, 128,
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0, 0, 228, 176, 0, 8,
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228, 160, 4, 0, 0, 4,
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0, 0, 1, 128, 0, 0,
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0, 128, 0, 0, 0, 160,
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0, 0, 85, 160, 1, 0,
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0, 2, 0, 0, 2, 128,
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0, 0, 170, 160, 66, 0,
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0, 3, 0, 0, 15, 128,
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0, 0, 228, 128, 1, 8,
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228, 160, 1, 0, 0, 2,
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0, 8, 15, 128, 0, 0,
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228, 128, 255, 255, 0, 0
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};
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@ -1,6 +1,6 @@
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// old
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// old
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static const char PassthroughVertShader110Src[] =
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const char PassthroughVertShader110Src[] =
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"#version 110\n"
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"#version 110\n"
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"varying vec2 TEX0; \n"
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"varying vec2 TEX0; \n"
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"\n"
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"\n"
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@ -10,7 +10,7 @@ static const char PassthroughVertShader110Src[] =
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" TEX0 = gl_MultiTexCoord0.xy; \n"
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" TEX0 = gl_MultiTexCoord0.xy; \n"
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"}\n";
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"}\n";
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static const char PaletteFragShader110Src[] =
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const char PaletteFragShader110Src[] =
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"#version 110\n"
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"#version 110\n"
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"uniform sampler2D SurfaceTex; \n"
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"uniform sampler2D SurfaceTex; \n"
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"uniform sampler2D PaletteTex; \n"
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"uniform sampler2D PaletteTex; \n"
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@ -25,7 +25,7 @@ static const char PaletteFragShader110Src[] =
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// new
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// new
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static const char PassthroughVertShaderSrc[] =
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const char PassthroughVertShaderSrc[] =
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"#version 130\n"
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"#version 130\n"
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"in vec4 VertexCoord;\n"
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"in vec4 VertexCoord;\n"
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"in vec4 COLOR;\n"
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"in vec4 COLOR;\n"
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@ -42,7 +42,7 @@ static const char PassthroughVertShaderSrc[] =
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"}\n";
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"}\n";
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static const char PaletteFragShaderSrc[] =
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const char PaletteFragShaderSrc[] =
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"#version 130\n"
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"#version 130\n"
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"out vec4 FragColor;\n"
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"out vec4 FragColor;\n"
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"uniform sampler2D SurfaceTex;\n"
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"uniform sampler2D SurfaceTex;\n"
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@ -55,20 +55,3 @@ static const char PaletteFragShaderSrc[] =
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" FragColor = texture(PaletteTex, vec2(pIndex.r * (255.0/256.0) + (0.5/256.0), 0));\n"
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" FragColor = texture(PaletteTex, vec2(pIndex.r * (255.0/256.0) + (0.5/256.0), 0));\n"
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"}\n";
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"}\n";
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static const BYTE PalettePixelShaderSrc[] =
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{
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0,2,255,255,254,255,42,0,67,84,65,66,28,0,0,0,115,0,0,0,0,2,255,255,
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2,0,0,0,28,0,0,0,0,1,0,0,108,0,0,0,68,0,0,0,3,0,0,0,
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1,0,2,0,72,0,0,0,0,0,0,0,88,0,0,0,3,0,1,0,1,0,6,0,
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92,0,0,0,0,0,0,0,115,48,0,171,4,0,12,0,1,0,1,0,1,0,0,0,
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0,0,0,0,115,49,0,171,4,0,12,0,1,0,1,0,1,0,0,0,0,0,0,0,
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112,115,95,50,95,48,0,77,105,99,114,111,115,111,102,116,32,40,82,41,32,72,76,83,
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76,32,83,104,97,100,101,114,32,67,111,109,112,105,108,101,114,32,57,46,50,57,46,57,
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53,50,46,51,49,49,49,0,81,0,0,5,0,0,15,160,0,0,127,63,0,0,0,59,
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0,0,0,0,0,0,0,0,31,0,0,2,0,0,0,128,0,0,3,176,31,0,0,2,
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0,0,0,144,0,8,15,160,31,0,0,2,0,0,0,144,1,8,15,160,66,0,0,3,
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0,0,15,128,0,0,228,176,0,8,228,160,4,0,0,4,0,0,1,128,0,0,0,128,
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0,0,0,160,0,0,85,160,1,0,0,2,0,0,2,128,0,0,170,160,66,0,0,3,
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0,0,15,128,0,0,228,128,1,8,228,160,1,0,0,2,0,8,15,128,0,0,228,128,255,255,0,0
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};
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@ -20,7 +20,7 @@
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#include "opengl.h"
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#include "opengl.h"
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#include "main.h"
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#include "main.h"
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#include "surface.h"
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#include "surface.h"
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#include "paletteshader.h"
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#include "openglshader.h"
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#define TEXTURE_COUNT 4
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#define TEXTURE_COUNT 4
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@ -3,7 +3,7 @@
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#include <d3d9.h>
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#include <d3d9.h>
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#include "main.h"
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#include "main.h"
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#include "surface.h"
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#include "surface.h"
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#include "paletteshader.h"
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#include "d3d9shader.h"
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typedef struct CUSTOMVERTEX { float x, y, z, rhw, u, v; } CUSTOMVERTEX;
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typedef struct CUSTOMVERTEX { float x, y, z, rhw, u, v; } CUSTOMVERTEX;
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