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https://github.com/RetroDECK/Supermodel.git
synced 2024-11-22 05:45:38 +00:00
fix missing version GLSL compiler warnings on startup
happens (at least) on Intel drivers
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7052e8375e
commit
d7041a83c9
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@ -201,6 +201,8 @@ void R3DFrameBuffers::AllocShaderBase()
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{
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const char *vertexShader = R"glsl(
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#version 120
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// inputs
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attribute vec3 inVertex;
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attribute vec2 inTexCoord;
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@ -218,6 +220,8 @@ void R3DFrameBuffers::AllocShaderBase()
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const char *fragmentShader = R"glsl(
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#version 120
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uniform sampler2D tex1; // base tex
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varying vec2 fsTexCoord;
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@ -241,6 +245,8 @@ void R3DFrameBuffers::AllocShaderTrans()
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{
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const char *vertexShader = R"glsl(
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#version 120
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// inputs
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attribute vec3 inVertex;
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attribute vec2 inTexCoord;
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@ -258,6 +264,8 @@ void R3DFrameBuffers::AllocShaderTrans()
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const char *fragmentShader = R"glsl(
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#version 120
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uniform sampler2D tex1; // trans layer 1
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uniform sampler2D tex2; // trans layer 2
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@ -269,10 +277,11 @@ void R3DFrameBuffers::AllocShaderTrans()
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vec4 colTrans2 = texture2D( tex2, fsTexCoord);
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if(colTrans1.a+colTrans2.a > 0.0) {
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vec3 col1 = (colTrans1.rgb * colTrans1.a) / ( colTrans1.a + colTrans2.a); // this is my best guess at the blending between the layers
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vec3 col2 = (colTrans2.rgb * colTrans2.a) / ( colTrans1.a + colTrans2.a);
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vec3 col1 = colTrans1.rgb * colTrans1.a;
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vec3 col2 = colTrans2.rgb * colTrans2.a;
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colTrans1 = vec4(col1+col2,colTrans1.a+colTrans2.a);
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colTrans1 = vec4((col1+col2) / (colTrans1.a + colTrans2.a), // this is my best guess at the blending between the layers
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colTrans1.a+colTrans2.a);
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}
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gl_FragColor = colTrans1;
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@ -293,6 +302,8 @@ void R3DFrameBuffers::AllocShaderWipe()
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{
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const char *vertexShader = R"glsl(
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#version 120
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// inputs
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attribute vec3 inVertex;
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attribute vec2 inTexCoord;
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@ -310,6 +321,8 @@ void R3DFrameBuffers::AllocShaderWipe()
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const char *fragmentShader = R"glsl(
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#version 120
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uniform sampler2D texColor; // base colour layer
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varying vec2 fsTexCoord;
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@ -479,4 +492,4 @@ void R3DFrameBuffers::DrawAlphaLayer()
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m_shaderTrans.DisableShader();
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}
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}
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}
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@ -6,6 +6,8 @@ namespace New3D {
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static const char *vertexShaderFog = R"glsl(
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#version 120
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uniform mat4 mvp;
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attribute vec3 inVertex;
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@ -18,6 +20,8 @@ void main(void)
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static const char *fragmentShaderFog = R"glsl(
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#version 120
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uniform float fogAttenuation;
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uniform float fogAmbient;
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uniform vec4 fogColour;
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