// old static const char *PassthroughVertShader110Src = "#version 110\n" "varying vec2 TexCoord0; \n" "\n" "void main()\n" "{\n" " gl_Position = ftransform(); \n" " TexCoord0 = gl_MultiTexCoord0.xy; \n" "}\n"; static const char *PaletteFragShader110Src = "#version 110\n" "uniform sampler2D SurfaceTex; \n" "uniform sampler2D PaletteTex; \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 static const char *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"; static const char *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 SurfaceTex;\n" "uniform sampler2D PaletteTex;\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"; static const BYTE PalettePixelShaderSrc[] = { 0,2,255,255,254,255,42,0,67,84,65,66,28,0,0,0,115,0,0,0,0,2,255,255, 2,0,0,0,28,0,0,0,0,1,0,0,108,0,0,0,68,0,0,0,3,0,0,0, 1,0,2,0,72,0,0,0,0,0,0,0,88,0,0,0,3,0,1,0,1,0,6,0, 92,0,0,0,0,0,0,0,115,48,0,171,4,0,12,0,1,0,1,0,1,0,0,0, 0,0,0,0,115,49,0,171,4,0,12,0,1,0,1,0,1,0,0,0,0,0,0,0, 112,115,95,50,95,48,0,77,105,99,114,111,115,111,102,116,32,40,82,41,32,72,76,83, 76,32,83,104,97,100,101,114,32,67,111,109,112,105,108,101,114,32,57,46,50,57,46,57, 53,50,46,51,49,49,49,0,81,0,0,5,0,0,15,160,0,0,127,63,0,0,0,59, 0,0,0,0,0,0,0,0,31,0,0,2,0,0,0,128,0,0,3,176,31,0,0,2, 0,0,0,144,0,8,15,160,31,0,0,2,0,0,0,144,1,8,15,160,66,0,0,3, 0,0,15,128,0,0,228,176,0,8,228,160,4,0,0,4,0,0,1,128,0,0,0,128, 0,0,0,160,0,0,85,160,1,0,0,2,0,0,2,128,0,0,170,160,66,0,0,3, 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 };