separate d3d9 and opengl shaders into 2 headers
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6 changed files with 113 additions and 25 deletions
57
inc/openglshader.h
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57
inc/openglshader.h
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// old
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const char PassthroughVertShader110Src[] =
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"#version 110\n"
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"varying vec2 TEX0; \n"
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"\n"
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"void main()\n"
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"{\n"
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" gl_Position = ftransform(); \n"
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" TEX0 = gl_MultiTexCoord0.xy; \n"
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"}\n";
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const char PaletteFragShader110Src[] =
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"#version 110\n"
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"uniform sampler2D SurfaceTex; \n"
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"uniform sampler2D PaletteTex; \n"
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"varying vec2 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 = texture2D(SurfaceTex, TEX0); \n"
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" gl_FragColor = texture2D(PaletteTex, vec2(pIndex.r * (255.0/256.0) + (0.5/256.0), 0)); \n"
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"}\n";
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// new
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const char PassthroughVertShaderSrc[] =
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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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"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 PaletteFragShaderSrc[] =
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"#version 130\n"
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"out vec4 FragColor;\n"
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"uniform sampler2D SurfaceTex;\n"
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"uniform sampler2D PaletteTex;\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(SurfaceTex, TEX0.xy);\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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