mirror of
https://github.com/FunkyFr3sh/cnc-ddraw.git
synced 2025-03-15 06:04:49 +01:00
remove duplicate shaders
This commit is contained in:
parent
3716807d3d
commit
f85ffee65a
@ -36,7 +36,7 @@ extern PFNGLVERTEX2FPROC glVertex2f;
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BOOL oglu_load_dll();
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void oglu_init();
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BOOL oglu_ext_exists(char* ext, HDC hdc);
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GLuint oglu_build_program(const GLchar* vert_source, const GLchar* frag_source);
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GLuint oglu_build_program(GLchar* vert_source, GLchar* frag_source, BOOL core_profile);
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GLuint oglu_build_program_from_file(const char* file_path, BOOL core_profile);
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extern PFNGLVIEWPORTPROC glViewport;
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@ -3,7 +3,7 @@
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/* OpenGL 2.0 */
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const char PASSTHROUGH_VERT_SHADER_110[] =
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static char PASSTHROUGH_VERT_SHADER_110[] =
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"#version 110\n"
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"varying vec2 TEX0; \n"
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"\n"
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@ -13,7 +13,8 @@ const char PASSTHROUGH_VERT_SHADER_110[] =
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" TEX0 = gl_MultiTexCoord0.xy; \n"
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"}\n";
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const char PALETTE_FRAG_SHADER_110[] =
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static char PALETTE_FRAG_SHADER_110[] =
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"#version 110\n"
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"uniform sampler2D Texture; \n"
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"uniform sampler2D PaletteTexture; \n"
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@ -26,7 +27,7 @@ const char PALETTE_FRAG_SHADER_110[] =
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"}\n";
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const char PASSTHROUGH_FRAG_SHADER_110[] =
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static char PASSTHROUGH_FRAG_SHADER_110[] =
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"#version 110\n"
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"uniform sampler2D Texture; \n"
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"varying vec2 TEX0; \n"
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@ -39,7 +40,7 @@ const char PASSTHROUGH_FRAG_SHADER_110[] =
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/* OpenGL 3.0 */
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const char PASSTHROUGH_VERT_SHADER[] =
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static char PASSTHROUGH_VERT_SHADER[] =
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"#version 130\n"
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"in vec4 VertexCoord;\n"
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"in vec4 COLOR;\n"
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@ -56,7 +57,7 @@ const char PASSTHROUGH_VERT_SHADER[] =
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"}\n";
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const char PALETTE_FRAG_SHADER[] =
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static char PALETTE_FRAG_SHADER[] =
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"#version 130\n"
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"out vec4 FragColor;\n"
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"uniform sampler2D Texture;\n"
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@ -70,7 +71,7 @@ const char PALETTE_FRAG_SHADER[] =
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"}\n";
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const char PASSTHROUGH_FRAG_SHADER[] =
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static char PASSTHROUGH_FRAG_SHADER[] =
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"#version 130\n"
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"out vec4 FragColor;\n"
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"uniform sampler2D Texture;\n"
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@ -82,50 +83,6 @@ const char PASSTHROUGH_FRAG_SHADER[] =
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" FragColor = texel;\n"
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"}\n";
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/* OpenGL 3.2 (Core Profile) */
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const char PASSTHROUGH_VERT_SHADER_CORE[] =
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"#version 150\n"
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"in vec4 VertexCoord;\n"
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"in vec4 COLOR;\n"
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"in vec4 TexCoord;\n"
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"out vec4 COL0;\n"
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"out vec4 TEX0;\n"
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"uniform mat4 MVPMatrix;\n"
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"\n"
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"void main()\n"
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"{\n"
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" gl_Position = MVPMatrix * VertexCoord;\n"
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" COL0 = COLOR;\n"
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" TEX0.xy = TexCoord.xy;\n"
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"}\n";
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const char PALETTE_FRAG_SHADER_CORE[] =
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"#version 150\n"
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"out vec4 FragColor;\n"
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"uniform sampler2D Texture;\n"
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"uniform sampler2D PaletteTexture;\n"
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"in vec4 TEX0;\n"
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"\n"
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"void main()\n"
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"{\n"
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" vec4 pIndex = texture(Texture, TEX0.xy);\n"
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" FragColor = texture(PaletteTexture, vec2(pIndex.r * (255.0/256.0) + (0.5/256.0), 0));\n"
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"}\n";
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const char PASSTHROUGH_FRAG_SHADER_CORE[] =
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"#version 150\n"
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"out vec4 FragColor;\n"
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"uniform sampler2D Texture;\n"
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"in vec4 TEX0;\n"
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"\n"
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"void main()\n"
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"{\n"
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" vec4 texel = texture(Texture, TEX0.xy);\n"
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" FragColor = texel;\n"
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"}\n";
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/*
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// The following code is licensed under the MIT license: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae
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@ -135,7 +92,7 @@ const char PASSTHROUGH_FRAG_SHADER_CORE[] =
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// Modified to use 5 texture fetches
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*/
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const char CATMULL_ROM_FRAG_SHADER[] =
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static char CATMULL_ROM_FRAG_SHADER[] =
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"#version 130\n"
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"out mediump vec4 FragColor;\n"
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"uniform int FrameDirection;\n"
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@ -193,63 +150,6 @@ const char CATMULL_ROM_FRAG_SHADER[] =
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"}\n";
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const char CATMULL_ROM_FRAG_SHADER_CORE[] =
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"#version 150\n"
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"out mediump vec4 FragColor;\n"
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"uniform int FrameDirection;\n"
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"uniform int FrameCount;\n"
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"uniform vec2 OutputSize;\n"
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"uniform vec2 TextureSize;\n"
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"uniform vec2 InputSize;\n"
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"uniform sampler2D Texture;\n"
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"in vec4 TEX0;\n"
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"\n"
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"#define Source Texture\n"
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"#define vTexCoord TEX0.xy\n"
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"\n"
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"#define SourceSize vec4(TextureSize, 1.0 / TextureSize)\n"
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"#define outsize vec4(OutputSize, 1.0 / OutputSize)\n"
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"\n"
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"void main()\n"
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"{\n"
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" vec2 samplePos = vTexCoord * SourceSize.xy;\n"
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" vec2 texPos1 = floor(samplePos - 0.5) + 0.5;\n"
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"\n"
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" vec2 f = samplePos - texPos1;\n"
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"\n"
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" vec2 w0 = f * (-0.5 + f * (1.0 - 0.5 * f));\n"
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" vec2 w1 = 1.0 + f * f * (-2.5 + 1.5 * f);\n"
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" vec2 w2 = f * (0.5 + f * (2.0 - 1.5 * f));\n"
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" vec2 w3 = f * f * (-0.5 + 0.5 * f);\n"
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"\n"
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" vec2 w12 = w1 + w2;\n"
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" vec2 offset12 = w2 / (w1 + w2);\n"
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"\n"
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" vec2 texPos0 = texPos1 - 1.;\n"
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" vec2 texPos3 = texPos1 + 2.;\n"
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" vec2 texPos12 = texPos1 + offset12;\n"
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"\n"
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" texPos0 *= SourceSize.zw;\n"
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" texPos3 *= SourceSize.zw;\n"
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" texPos12 *= SourceSize.zw;\n"
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"\n"
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" float wtm = w12.x * w0.y;\n"
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" float wml = w0.x * w12.y;\n"
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" float wmm = w12.x * w12.y;\n"
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" float wmr = w3.x * w12.y;\n"
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" float wbm = w12.x * w3.y;\n"
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"\n"
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" vec3 result = vec3(0.0f);\n"
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"\n"
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" result += texture(Source, vec2(texPos12.x, texPos0.y)).rgb * wtm;\n"
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" result += texture(Source, vec2(texPos0.x, texPos12.y)).rgb * wml;\n"
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" result += texture(Source, vec2(texPos12.x, texPos12.y)).rgb * wmm;\n"
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" result += texture(Source, vec2(texPos3.x, texPos12.y)).rgb * wmr;\n"
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" result += texture(Source, vec2(texPos12.x, texPos3.y)).rgb * wbm;\n"
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"\n"
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" FragColor = vec4(result * (1. / (wtm + wml + wmm + wmr + wbm)), 1.0);\n"
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"}\n";
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/*
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// The following code is licensed under the MIT license:
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// Hyllian's jinc windowed-jinc 2-lobe sharper with anti-ringing Shader
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@ -257,7 +157,7 @@ const char CATMULL_ROM_FRAG_SHADER_CORE[] =
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// https://github.com/libretro/glsl-shaders/blob/09e2942efbab2f51b60ff0b93b7761b0b0570910/windowed/shaders/lanczos2-sharp.glsl
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*/
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const char LANCZOS2_FRAG_SHADER[] =
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static char LANCZOS2_FRAG_SHADER[] =
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"#version 130\n"
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"#define JINC2_WINDOW_SINC 0.5\n"
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"#define JINC2_SINC 1.0\n"
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@ -363,109 +263,4 @@ const char LANCZOS2_FRAG_SHADER[] =
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"}\n";
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const char LANCZOS2_FRAG_SHADER_CORE[] =
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"#version 150\n"
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"#define JINC2_WINDOW_SINC 0.5\n"
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"#define JINC2_SINC 1.0\n"
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"#define JINC2_AR_STRENGTH 0.8\n"
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"\n"
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"out vec4 FragColor;\n"
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"uniform int FrameDirection;\n"
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"uniform int FrameCount;\n"
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"uniform vec2 OutputSize;\n"
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"uniform vec2 TextureSize;\n"
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"uniform vec2 InputSize;\n"
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"uniform sampler2D Texture;\n"
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"in vec4 TEX0;\n"
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"\n"
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"const float pi = 3.1415926535897932384626433832795;\n"
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"const float wa = JINC2_WINDOW_SINC*pi;\n"
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"const float wb = JINC2_SINC*pi;\n"
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"\n"
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"// Calculates the distance between two points\n"
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"float d(vec2 pt1, vec2 pt2)\n"
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"{\n"
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" vec2 v = pt2 - pt1;\n"
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" return sqrt(dot(v,v));\n"
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"}\n"
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"\n"
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"vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d)\n"
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"{\n"
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" return min(a, min(b, min(c, d)));\n"
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"}\n"
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"\n"
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"vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d)\n"
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"{\n"
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" return max(a, max(b, max(c, d)));\n"
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"}\n"
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"\n"
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"vec4 resampler(vec4 x)\n"
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"{\n"
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" vec4 res;\n"
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"\n"
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" res.x = (x.x==0.0) ? wa*wb : sin(x.x*wa)*sin(x.x*wb)/(x.x*x.x);\n"
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" res.y = (x.y==0.0) ? wa*wb : sin(x.y*wa)*sin(x.y*wb)/(x.y*x.y);\n"
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" res.z = (x.z==0.0) ? wa*wb : sin(x.z*wa)*sin(x.z*wb)/(x.z*x.z);\n"
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" res.w = (x.w==0.0) ? wa*wb : sin(x.w*wa)*sin(x.w*wb)/(x.w*x.w);\n"
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"\n"
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" return res;\n"
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"}\n"
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"\n"
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"void main()\n"
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"{\n"
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" vec3 color;\n"
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" vec4 weights[4];\n"
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"\n"
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" vec2 dx = vec2(1.0, 0.0);\n"
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" vec2 dy = vec2(0.0, 1.0);\n"
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"\n"
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" vec2 pc = TEX0.xy*TextureSize;\n"
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"\n"
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" vec2 tc = (floor(pc-vec2(0.5,0.5))+vec2(0.5,0.5));\n"
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" \n"
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" weights[0] = resampler(vec4(d(pc, tc -dx -dy), d(pc, tc -dy), d(pc, tc +dx -dy), d(pc, tc+2.0*dx -dy)));\n"
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" weights[1] = resampler(vec4(d(pc, tc -dx ), d(pc, tc ), d(pc, tc +dx ), d(pc, tc+2.0*dx )));\n"
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" weights[2] = resampler(vec4(d(pc, tc -dx +dy), d(pc, tc +dy), d(pc, tc +dx +dy), d(pc, tc+2.0*dx +dy)));\n"
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" weights[3] = resampler(vec4(d(pc, tc -dx+2.0*dy), d(pc, tc +2.0*dy), d(pc, tc +dx+2.0*dy), d(pc, tc+2.0*dx+2.0*dy)));\n"
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"\n"
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" dx = dx/TextureSize;\n"
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" dy = dy/TextureSize;\n"
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" tc = tc/TextureSize;\n"
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"\n"
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" vec3 c00 = texture(Texture, tc -dx -dy).xyz;\n"
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" vec3 c10 = texture(Texture, tc -dy).xyz;\n"
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" vec3 c20 = texture(Texture, tc +dx -dy).xyz;\n"
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" vec3 c30 = texture(Texture, tc+2.0*dx -dy).xyz;\n"
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" vec3 c01 = texture(Texture, tc -dx ).xyz;\n"
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" vec3 c11 = texture(Texture, tc ).xyz;\n"
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" vec3 c21 = texture(Texture, tc +dx ).xyz;\n"
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" vec3 c31 = texture(Texture, tc+2.0*dx ).xyz;\n"
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" vec3 c02 = texture(Texture, tc -dx +dy).xyz;\n"
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" vec3 c12 = texture(Texture, tc +dy).xyz;\n"
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" vec3 c22 = texture(Texture, tc +dx +dy).xyz;\n"
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" vec3 c32 = texture(Texture, tc+2.0*dx +dy).xyz;\n"
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" vec3 c03 = texture(Texture, tc -dx+2.0*dy).xyz;\n"
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" vec3 c13 = texture(Texture, tc +2.0*dy).xyz;\n"
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" vec3 c23 = texture(Texture, tc +dx+2.0*dy).xyz;\n"
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" vec3 c33 = texture(Texture, tc+2.0*dx+2.0*dy).xyz;\n"
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" \n"
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" // Get min/max samples\n"
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" vec3 min_sample = min4(c11, c21, c12, c22);\n"
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" vec3 max_sample = max4(c11, c21, c12, c22);\n"
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" \n"
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" color = vec3(dot(weights[0], vec4(c00.x, c10.x, c20.x, c30.x)), dot(weights[0], vec4(c00.y, c10.y, c20.y, c30.y)), dot(weights[0], vec4(c00.z, c10.z, c20.z, c30.z)));\n"
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" color+= vec3(dot(weights[1], vec4(c01.x, c11.x, c21.x, c31.x)), dot(weights[1], vec4(c01.y, c11.y, c21.y, c31.y)), dot(weights[1], vec4(c01.z, c11.z, c21.z, c31.z)));\n"
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" color+= vec3(dot(weights[2], vec4(c02.x, c12.x, c22.x, c32.x)), dot(weights[2], vec4(c02.y, c12.y, c22.y, c32.y)), dot(weights[2], vec4(c02.z, c12.z, c22.z, c32.z)));\n"
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" color+= vec3(dot(weights[3], vec4(c03.x, c13.x, c23.x, c33.x)), dot(weights[3], vec4(c03.y, c13.y, c23.y, c33.y)), dot(weights[3], vec4(c03.z, c13.z, c23.z, c33.z)));\n"
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" color = color/(dot(weights[0], vec4(1,1,1,1)) + dot(weights[1], vec4(1,1,1,1)) + dot(weights[2], vec4(1,1,1,1)) + dot(weights[3], vec4(1,1,1,1)));\n"
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"\n"
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" // Anti-ringing\n"
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" vec3 aux = color;\n"
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" color = clamp(color, min_sample, max_sample);\n"
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" color = mix(aux, color, JINC2_AR_STRENGTH);\n"
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"\n"
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" // final sum and weight normalization\n"
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" FragColor.xyz = color;\n"
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"}\n";
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#endif
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@ -247,12 +247,33 @@ BOOL oglu_ext_exists(char* ext, HDC hdc)
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return FALSE;
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}
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GLuint oglu_build_program(const GLchar* vert_source, const GLchar* frag_source)
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GLuint oglu_build_program(GLchar* vert_source, GLchar* frag_source, BOOL core_profile)
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{
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if (!glCreateShader || !glShaderSource || !glCompileShader || !glCreateProgram ||
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!glAttachShader || !glLinkProgram || !glUseProgram || !glDetachShader)
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!glAttachShader || !glLinkProgram || !glUseProgram || !glDetachShader ||
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!vert_source || !frag_source)
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return 0;
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char* version_start = strstr(vert_source, "#version");
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if (version_start && core_profile)
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{
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if (_strnicmp(version_start, "#version 130", 12) == 0 ||
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_strnicmp(version_start, "#version 140", 12) == 0)
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{
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memcpy(version_start, "#version 150", 12);
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}
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}
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version_start = strstr(frag_source, "#version");
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if (version_start && core_profile)
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{
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if (_strnicmp(version_start, "#version 130", 12) == 0 ||
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_strnicmp(version_start, "#version 140", 12) == 0)
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{
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memcpy(version_start, "#version 150", 12);
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}
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}
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GLuint vert_shader = glCreateShader(GL_VERTEX_SHADER);
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GLuint frag_shader = glCreateShader(GL_FRAGMENT_SHADER);
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@ -401,7 +422,7 @@ GLuint oglu_build_program_from_file(const char* file_path, BOOL core_profile)
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strcat(vert_source, version + strlen(version) + 1);
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strcat(frag_source, version + strlen(version) + 1);
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program = oglu_build_program(vert_source, frag_source);
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program = oglu_build_program(vert_source, frag_source, core_profile);
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}
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else
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{
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@ -412,7 +433,7 @@ GLuint oglu_build_program_from_file(const char* file_path, BOOL core_profile)
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strcat(vert_source, source);
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strcat(frag_source, source);
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program = oglu_build_program(vert_source, frag_source);
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program = oglu_build_program(vert_source, frag_source, core_profile);
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}
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free(vert_source);
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@ -133,25 +133,17 @@ static void ogl_build_programs()
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{
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g_ogl.main_program = g_ogl.scale_program = 0;
|
||||
|
||||
BOOL core_profile = wglCreateContextAttribsARB != NULL;
|
||||
|
||||
if (g_oglu_got_version3)
|
||||
{
|
||||
if (g_ddraw->bpp == 8)
|
||||
{
|
||||
g_ogl.main_program = oglu_build_program(PASSTHROUGH_VERT_SHADER, PALETTE_FRAG_SHADER);
|
||||
|
||||
if (!g_ogl.main_program)
|
||||
{
|
||||
g_ogl.main_program = oglu_build_program(PASSTHROUGH_VERT_SHADER_CORE, PALETTE_FRAG_SHADER_CORE);
|
||||
}
|
||||
g_ogl.main_program = oglu_build_program(PASSTHROUGH_VERT_SHADER, PALETTE_FRAG_SHADER, core_profile);
|
||||
}
|
||||
else if (g_ddraw->bpp == 16 || g_ddraw->bpp == 32)
|
||||
{
|
||||
g_ogl.main_program = oglu_build_program(PASSTHROUGH_VERT_SHADER, PASSTHROUGH_FRAG_SHADER);
|
||||
|
||||
if (!g_ogl.main_program)
|
||||
{
|
||||
g_ogl.main_program = oglu_build_program(PASSTHROUGH_VERT_SHADER_CORE, PASSTHROUGH_FRAG_SHADER_CORE);
|
||||
}
|
||||
g_ogl.main_program = oglu_build_program(PASSTHROUGH_VERT_SHADER, PASSTHROUGH_FRAG_SHADER, core_profile);
|
||||
}
|
||||
|
||||
BOOL bilinear = FALSE;
|
||||
@ -179,7 +171,7 @@ static void ogl_build_programs()
|
||||
g_ddraw->render.viewport.width != g_ddraw->width ||
|
||||
g_ddraw->render.viewport.height != g_ddraw->height)
|
||||
{
|
||||
g_ogl.scale_program = oglu_build_program_from_file(shader_path, wglCreateContextAttribsARB != NULL);
|
||||
g_ogl.scale_program = oglu_build_program_from_file(shader_path, core_profile);
|
||||
|
||||
if (!g_ogl.scale_program &&
|
||||
(g_ddraw->render.viewport.width != g_ddraw->width ||
|
||||
@ -191,18 +183,8 @@ static void ogl_build_programs()
|
||||
_stricmp(g_ddraw->shader, "Nearest neighbor") == 0 ? PASSTHROUGH_FRAG_SHADER :
|
||||
_stricmp(g_ddraw->shader, "Bilinear") == 0 ? PASSTHROUGH_FRAG_SHADER :
|
||||
_stricmp(g_ddraw->shader, "Lanczos") == 0 ? LANCZOS2_FRAG_SHADER :
|
||||
CATMULL_ROM_FRAG_SHADER);
|
||||
|
||||
if (!g_ogl.scale_program)
|
||||
{
|
||||
g_ogl.scale_program =
|
||||
oglu_build_program(
|
||||
PASSTHROUGH_VERT_SHADER_CORE,
|
||||
_stricmp(g_ddraw->shader, "Nearest neighbor") == 0 ? PASSTHROUGH_FRAG_SHADER_CORE :
|
||||
_stricmp(g_ddraw->shader, "Bilinear") == 0 ? PASSTHROUGH_FRAG_SHADER_CORE :
|
||||
_stricmp(g_ddraw->shader, "Lanczos") == 0 ? LANCZOS2_FRAG_SHADER_CORE :
|
||||
CATMULL_ROM_FRAG_SHADER_CORE);
|
||||
}
|
||||
CATMULL_ROM_FRAG_SHADER,
|
||||
core_profile);
|
||||
|
||||
bilinear =
|
||||
_stricmp(g_ddraw->shader, "Nearest neighbor") != 0 &&
|
||||
@ -222,11 +204,11 @@ static void ogl_build_programs()
|
||||
{
|
||||
if (g_ddraw->bpp == 8)
|
||||
{
|
||||
g_ogl.main_program = oglu_build_program(PASSTHROUGH_VERT_SHADER_110, PALETTE_FRAG_SHADER_110);
|
||||
g_ogl.main_program = oglu_build_program(PASSTHROUGH_VERT_SHADER_110, PALETTE_FRAG_SHADER_110, FALSE);
|
||||
}
|
||||
else if (g_ddraw->bpp == 16 || g_ddraw->bpp == 32)
|
||||
{
|
||||
g_ogl.main_program = oglu_build_program(PASSTHROUGH_VERT_SHADER_110, PASSTHROUGH_FRAG_SHADER_110);
|
||||
g_ogl.main_program = oglu_build_program(PASSTHROUGH_VERT_SHADER_110, PASSTHROUGH_FRAG_SHADER_110, FALSE);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user