// old const GLchar *PassthroughVertShader110Src = "#version 110\n" "varying vec2 TexCoord0; \n" "\n" "void main(void)\n" "{\n" " gl_Position = ftransform(); \n" " TexCoord0 = gl_MultiTexCoord0.xy; \n" "}\n"; const GLchar *PaletteFragShader110Src = "#version 110\n" "uniform sampler2D PaletteTex; \n" "uniform sampler2D SurfaceTex; \n" "varying vec2 TexCoord0; \n" "\n" "void main()\n" "{\n" " vec4 paletteIndex = texture2D(SurfaceTex, TexCoord0); \n" " vec4 outTexel = texture2D(PaletteTex, vec2(paletteIndex.r, 0)); \n" " gl_FragColor = outTexel;\n" "}\n"; // new const GLchar *PassthroughVertShaderSrc = "#if __VERSION__ >= 130\n" "#define COMPAT_VARYING out\n" "#define COMPAT_ATTRIBUTE in\n" "#define COMPAT_TEXTURE texture\n" "#else\n" "#define COMPAT_VARYING varying \n" "#define COMPAT_ATTRIBUTE attribute \n" "#define COMPAT_TEXTURE texture2D\n" "#endif\n" "\n" "#ifdef GL_ES\n" "#define COMPAT_PRECISION mediump\n" "#else\n" "#define COMPAT_PRECISION\n" "#endif\n" "\n" "COMPAT_ATTRIBUTE vec4 VertexCoord;\n" "COMPAT_ATTRIBUTE vec4 COLOR;\n" "COMPAT_ATTRIBUTE vec4 TexCoord;\n" "COMPAT_VARYING vec4 COL0;\n" "COMPAT_VARYING vec4 TEX0;\n" "\n" "uniform mat4 MVPMatrix;\n" "\n" "void main()\n" "{\n" " gl_Position = MVPMatrix * VertexCoord;\n" " COL0 = COLOR;\n" " TEX0.xy = TexCoord.xy;\n" "}\n"; const GLchar *PaletteFragShaderSrc = "#if __VERSION__ >= 130\n" "#define COMPAT_VARYING in\n" "#define COMPAT_TEXTURE texture\n" "out vec4 FragColor;\n" "#else\n" "#define COMPAT_VARYING varying\n" "#define FragColor gl_FragColor\n" "#define COMPAT_TEXTURE texture2D\n" "#endif\n" "\n" "#ifdef GL_ES\n" "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" "precision highp float;\n" "#else\n" "precision mediump float;\n" "#endif\n" "#define COMPAT_PRECISION mediump\n" "#else\n" "#define COMPAT_PRECISION\n" "#endif\n" "\n" "uniform sampler2D PaletteTex;\n" "uniform sampler2D SurfaceTex;\n" "COMPAT_VARYING vec4 TEX0;\n" "\n" "void main()\n" "{\n" " vec4 paletteIndex = COMPAT_TEXTURE(SurfaceTex, TEX0.xy);\n" " vec4 outTexel = COMPAT_TEXTURE(PaletteTex, vec2(paletteIndex.r, 0));\n" " FragColor = outTexel;\n" "}\n";