add option to select built-in opengl shaders
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62bb150c71
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e9f1023a31
4 changed files with 67 additions and 32 deletions
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@ -15,25 +15,25 @@ const char PASSTHROUGH_VERT_SHADER_110[] =
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const char PALETTE_FRAG_SHADER_110[] =
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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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"uniform sampler2D Texture; \n"
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"uniform sampler2D PaletteTexture; \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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" vec4 pIndex = texture2D(Texture, TEX0); \n"
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" gl_FragColor = texture2D(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_110[] =
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"#version 110\n"
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"uniform sampler2D SurfaceTex; \n"
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"uniform sampler2D Texture; \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 texel = texture2D(SurfaceTex, TEX0); \n"
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" vec4 texel = texture2D(Texture, TEX0); \n"
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" gl_FragColor = texel; \n"
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"}\n";
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@ -59,26 +59,26 @@ const char PASSTHROUGH_VERT_SHADER[] =
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const 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 SurfaceTex;\n"
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"uniform sampler2D PaletteTex;\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(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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" 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[] =
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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 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(SurfaceTex, TEX0.xy);\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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@ -104,26 +104,26 @@ const char PASSTHROUGH_VERT_SHADER_CORE[] =
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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 SurfaceTex;\n"
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"uniform sampler2D PaletteTex;\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(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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" 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 SurfaceTex;\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(SurfaceTex, TEX0.xy);\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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