Rename quaketxt.frag to quake2d.frag.

It's actually fairly generic for 2d rendering (no lighting, palette lookup)
This commit is contained in:
Bill Currie 2011-12-26 17:09:09 +09:00
parent f78db6c570
commit 5bed38dcd9
3 changed files with 7 additions and 7 deletions

View File

@ -2,8 +2,8 @@ AUTOMAKE_OPTIONS= foreign
AM_CFLAGS= @PREFER_PIC@ AM_CFLAGS= @PREFER_PIC@
INCLUDES= -I$(top_srcdir)/include $(GLX_CFLAGS) INCLUDES= -I$(top_srcdir)/include $(GLX_CFLAGS)
shader_src= quaketxt.frag quaketxt.vert shader_src= quake2d.frag quaketxt.vert
shader_gen= quaketxt.fc quaketxt.vc shader_gen= quake2d.fc quaketxt.vc
if BUILD_GL if BUILD_GL
noinst_LTLIBRARIES= libglsl.la noinst_LTLIBRARIES= libglsl.la

View File

@ -49,8 +49,8 @@ static const char quaketext_vert[] =
#include "quaketxt.vc" #include "quaketxt.vc"
; ;
static const char quaketext_frag[] = static const char quake2d_frag[] =
#include "quaketxt.fc" #include "quake2d.fc"
; ;
typedef struct { typedef struct {
@ -63,7 +63,7 @@ VISIBLE byte *draw_chars;
static dstring_t *char_queue; static dstring_t *char_queue;
static int char_texture; static int char_texture;
static int qtxt_vert; static int qtxt_vert;
static int qtxt_frag; static int q2d_frag;
static int qtxt_prog; static int qtxt_prog;
static float proj_matrix[16]; static float proj_matrix[16];
@ -170,9 +170,9 @@ Draw_Init (void)
char_queue = dstring_new (); char_queue = dstring_new ();
qtxt_vert = compile_shader ("quaketxt.vert", quaketext_vert, qtxt_vert = compile_shader ("quaketxt.vert", quaketext_vert,
GL_VERTEX_SHADER); GL_VERTEX_SHADER);
qtxt_frag = compile_shader ("quaketxt.frag", quaketext_frag, q2d_frag = compile_shader ("quake2d.frag", quake2d_frag,
GL_FRAGMENT_SHADER); GL_FRAGMENT_SHADER);
qtxt_prog = link_program ("quaketxt", qtxt_vert, qtxt_frag); qtxt_prog = link_program ("quaketxt", qtxt_vert, q2d_frag);
resolve_shader_param (qtxt_prog, &charmap); resolve_shader_param (qtxt_prog, &charmap);
resolve_shader_param (qtxt_prog, &palette); resolve_shader_param (qtxt_prog, &palette);
resolve_shader_param (qtxt_prog, &matrix); resolve_shader_param (qtxt_prog, &matrix);