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https://github.com/RetroDECK/Supermodel.git
synced 2025-04-10 19:15:14 +00:00
fix cast, and remove extra ; that had snuck into the shaders
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f9be1259c0
commit
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@ -159,7 +159,7 @@ void R3DFrameBuffers::SetFBO(Layer layer)
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}
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}
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glBindFramebuffer(GL_FRAMEBUFFER, m_frameBufferID);
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glBindFramebuffer(GL_FRAMEBUFFER, m_frameBufferID);
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GLenum buffers[] = { GL_COLOR_ATTACHMENT0 + (int)layer };
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GLenum buffers[] = { GL_COLOR_ATTACHMENT0 + (GLenum)layer };
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glDrawBuffers(countof(buffers), buffers);
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glDrawBuffers(countof(buffers), buffers);
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m_lastLayer = layer;
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m_lastLayer = layer;
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}
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}
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@ -199,7 +199,7 @@ void R3DFrameBuffers::AllocShaderBase()
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{
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{
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fsTexCoord = inTexCoord;
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fsTexCoord = inTexCoord;
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gl_Position = vec4(inVertex,1.0);
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gl_Position = vec4(inVertex,1.0);
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};
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}
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)glsl";
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)glsl";
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@ -214,7 +214,7 @@ void R3DFrameBuffers::AllocShaderBase()
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vec4 colBase = texture2D( tex1, fsTexCoord);
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vec4 colBase = texture2D( tex1, fsTexCoord);
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if(colBase.a < 1.0) discard;
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if(colBase.a < 1.0) discard;
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gl_FragColor = colBase;
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gl_FragColor = colBase;
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};
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}
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)glsl";
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)glsl";
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@ -239,7 +239,7 @@ void R3DFrameBuffers::AllocShaderTrans()
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{
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{
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fsTexCoord = inTexCoord;
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fsTexCoord = inTexCoord;
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gl_Position = vec4(inVertex,1.0);
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gl_Position = vec4(inVertex,1.0);
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};
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}
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)glsl";
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)glsl";
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@ -263,7 +263,7 @@ void R3DFrameBuffers::AllocShaderTrans()
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}
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}
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gl_FragColor = colTrans1;
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gl_FragColor = colTrans1;
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};
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}
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)glsl";
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)glsl";
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@ -12,7 +12,7 @@ attribute vec3 inVertex;
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void main(void)
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void main(void)
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{
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{
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gl_Position = mvp * vec4(inVertex,1.0);
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gl_Position = mvp * vec4(inVertex,1.0);
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};
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}
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)glsl";
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)glsl";
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@ -55,7 +55,7 @@ void main()
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// Final Color
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// Final Color
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gl_FragColor = scrollFog;
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gl_FragColor = scrollFog;
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};
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}
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)glsl";
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)glsl";
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