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Rename quaketxt.frag to quake2d.frag.
It's actually fairly generic for 2d rendering (no lighting, palette lookup)
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f78db6c570
commit
5bed38dcd9
3 changed files with 7 additions and 7 deletions
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@ -2,8 +2,8 @@ AUTOMAKE_OPTIONS= foreign
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AM_CFLAGS= @PREFER_PIC@
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INCLUDES= -I$(top_srcdir)/include $(GLX_CFLAGS)
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shader_src= quaketxt.frag quaketxt.vert
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shader_gen= quaketxt.fc quaketxt.vc
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shader_src= quake2d.frag quaketxt.vert
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shader_gen= quake2d.fc quaketxt.vc
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if BUILD_GL
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noinst_LTLIBRARIES= libglsl.la
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@ -49,8 +49,8 @@ static const char quaketext_vert[] =
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#include "quaketxt.vc"
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;
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static const char quaketext_frag[] =
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#include "quaketxt.fc"
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static const char quake2d_frag[] =
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#include "quake2d.fc"
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;
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typedef struct {
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@ -63,7 +63,7 @@ VISIBLE byte *draw_chars;
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static dstring_t *char_queue;
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static int char_texture;
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static int qtxt_vert;
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static int qtxt_frag;
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static int q2d_frag;
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static int qtxt_prog;
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static float proj_matrix[16];
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@ -170,9 +170,9 @@ Draw_Init (void)
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char_queue = dstring_new ();
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qtxt_vert = compile_shader ("quaketxt.vert", quaketext_vert,
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GL_VERTEX_SHADER);
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qtxt_frag = compile_shader ("quaketxt.frag", quaketext_frag,
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q2d_frag = compile_shader ("quake2d.frag", quake2d_frag,
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GL_FRAGMENT_SHADER);
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qtxt_prog = link_program ("quaketxt", qtxt_vert, qtxt_frag);
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qtxt_prog = link_program ("quaketxt", qtxt_vert, q2d_frag);
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resolve_shader_param (qtxt_prog, &charmap);
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resolve_shader_param (qtxt_prog, &palette);
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resolve_shader_param (qtxt_prog, &matrix);
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