Embed shaders
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ba59ba8b7c
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@ -193,14 +193,54 @@ void ogl_blit(int x, int y, int w, int h, pixel *src, int pitch, int scale);
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#endif
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#ifdef INCLUDE_SHADERS
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const char * fragment = "uniform sampler2D fireAlpha;\
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const char * fireFragment = "uniform sampler2D fireAlpha;\
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void main () {\
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vec4 texColor = texture2D(fireAlpha, gl_PointCoord);\
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gl_FragColor = vec4(gl_Color.rgb, texColor.a*gl_Color.a);\
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}";
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const char * vertex = "void main(void)\
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const char * fireVertex = "void main(void)\
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{\
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gl_Position = ftransform();;\
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gl_FrontColor = gl_Color;\
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}";
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const char * lensFragment = "uniform sampler2D pTex;\
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uniform sampler2D tfX;\
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uniform sampler2D tfY;\
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uniform float xres = 612.0;\
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uniform float yres = 384.0;\
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void main () {\
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vec4 transformX = texture2D(tfX, vec2(gl_TexCoord[0].s, -gl_TexCoord[0].t));\
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vec4 transformY = -texture2D(tfY, vec2(gl_TexCoord[0].s, -gl_TexCoord[0].t));\
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transformX.r /= xres;\
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transformY.g /= yres;\
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vec4 texColor = vec4(\
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texture2D(pTex, gl_TexCoord[0].st-vec2(transformX.r*0.75, transformY.g*0.75)).r,\
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texture2D(pTex, gl_TexCoord[0].st-vec2(transformX.r*0.875, transformY.g*0.875)).g,\
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texture2D(pTex, gl_TexCoord[0].st-vec2(transformX.r, transformY.g)).b,\
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1.0\
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);\
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gl_FragColor = texColor;\
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}";
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const char * lensVertex = "void main(void)\
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{\
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gl_TexCoord[0] = gl_MultiTexCoord0;\
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gl_Position = ftransform();;\
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gl_FrontColor = gl_Color;\
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}";
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const char * airFragment = "uniform sampler2D airX;\
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uniform sampler2D airY;\
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uniform sampler2D airP;\
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void main () {\
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vec4 texX = texture2D(airX, gl_TexCoord[0].st);\
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vec4 texY = texture2D(airY, gl_TexCoord[0].st);\
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vec4 texP = texture2D(airP, gl_TexCoord[0].st);\
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gl_FragColor = vec4(abs(texX.r)/2.0, texP.b/2.0, abs(texY.g)/2.0, 1.0);\
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}";
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const char * airVertex = "void main(void)\
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{\
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gl_TexCoord[0] = gl_MultiTexCoord0;\
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gl_Position = ftransform();;\
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gl_FrontColor = gl_Color;\
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}";
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#endif
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@ -3333,17 +3333,14 @@ int sdl_open(void)
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#ifdef OGLR
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void loadShaders()
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{
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GLuint avsize, afsize, vsize, fsize, vertexShader, fragmentShader;
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//const char *vertex = file_load("test.vert", &vsize), * fragment = file_load("test.frag", &fsize);
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const char *lensVertex = file_load("ltest.vert", &vsize), * lensFragment = file_load("ltest.frag", &fsize);
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const char *airVertex = file_load("atest.vert", &avsize), * airFragment = file_load("atest.frag", &afsize);
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GLuint vertexShader, fragmentShader;
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//Particle texture
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource( vertexShader, 1, &vertex, NULL);//&vsize);
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glShaderSource( fragmentShader, 1, &fragment, NULL);//&fsize);
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glShaderSource( vertexShader, 1, &fireVertex, NULL);
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glShaderSource( fragmentShader, 1, &fireFragment, NULL);
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glCompileShader( vertexShader );
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glCompileShader( fragmentShader );
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@ -3357,8 +3354,8 @@ void loadShaders()
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource( vertexShader, 1, &lensVertex, &vsize);
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glShaderSource( fragmentShader, 1, &lensFragment, &fsize);
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glShaderSource( vertexShader, 1, &lensVertex, NULL);
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glShaderSource( fragmentShader, 1, &lensFragment, NULL);
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glCompileShader( vertexShader );
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glCompileShader( fragmentShader );
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@ -3372,8 +3369,8 @@ void loadShaders()
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource( vertexShader, 1, &airVertex, &avsize);
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glShaderSource( fragmentShader, 1, &airFragment, &afsize);
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glShaderSource( vertexShader, 1, &airVertex, NULL);
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glShaderSource( fragmentShader, 1, &airFragment, NULL);
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glCompileShader( vertexShader );
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glCompileShader( fragmentShader );
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