// old const char PassthroughVertShader110Src[] = "#version 110\n" "varying vec2 TEX0; \n" "\n" "void main()\n" "{\n" " gl_Position = ftransform(); \n" " TEX0 = gl_MultiTexCoord0.xy; \n" "}\n"; const char PaletteFragShader110Src[] = "#version 110\n" "uniform sampler2D SurfaceTex; \n" "uniform sampler2D PaletteTex; \n" "varying vec2 TEX0; \n" "\n" "void main()\n" "{\n" " vec4 pIndex = texture2D(SurfaceTex, TEX0); \n" " gl_FragColor = texture2D(PaletteTex, vec2(pIndex.r * (255.0/256.0) + (0.5/256.0), 0)); \n" "}\n"; // new const char PassthroughVertShaderSrc[] = "#version 130\n" "in vec4 VertexCoord;\n" "in vec4 COLOR;\n" "in vec4 TexCoord;\n" "out vec4 COL0;\n" "out vec4 TEX0;\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 char PaletteFragShaderSrc[] = "#version 130\n" "out vec4 FragColor;\n" "uniform sampler2D SurfaceTex;\n" "uniform sampler2D PaletteTex;\n" "in vec4 TEX0;\n" "\n" "void main()\n" "{\n" " vec4 pIndex = texture(SurfaceTex, TEX0.xy);\n" " FragColor = texture(PaletteTex, vec2(pIndex.r * (255.0/256.0) + (0.5/256.0), 0));\n" "}\n";