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openglshader.h
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// 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";
const char PassthroughFragShader110Src[] =
"#version 110\n"
"uniform sampler2D SurfaceTex; \n"
"varying vec2 TEX0; \n"
"\n"
"void main()\n"
"{\n"
" vec4 texel = texture2D(SurfaceTex, TEX0); \n"
" gl_FragColor = texel; \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";
const char PassthroughFragShaderSrc[] =
"#version 130\n"
"out vec4 FragColor;\n"
"uniform sampler2D SurfaceTex;\n"
"in vec4 TEX0;\n"
"\n"
"void main()\n"
"{\n"
" vec4 texel = texture(SurfaceTex, TEX0.xy);\n"
" FragColor = texel;\n"
"}\n";