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https://git.code.sf.net/p/quake/quakeforge
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[glsl] Fix some GLSL conformance issues
I'm not sure when things broke on my laptop (I thought I got warp and fisheye working on my laptop), but it turns out things weren't quite right, thus warp (and presumably fisheye) weren't working properly due to GLSL errors that I only just noticed. This fixes water warp (and probably fisheye).
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commit
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3 changed files with 9 additions and 3 deletions
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@ -53,12 +53,14 @@
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static const char *fisheye_vert_effects[] =
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static const char *fisheye_vert_effects[] =
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{
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{
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"QuakeForge.version.130",
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"QuakeForge.Vertex.fstri",
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"QuakeForge.Vertex.fstri",
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0
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0
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};
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};
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static const char *fisheye_frag_effects[] =
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static const char *fisheye_frag_effects[] =
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{
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{
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"QuakeForge.version.130",
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"QuakeForge.Math.const",
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"QuakeForge.Math.const",
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"QuakeForge.Fragment.screen.fisheye",
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"QuakeForge.Fragment.screen.fisheye",
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0
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0
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@ -53,12 +53,14 @@
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static const char *warp_vert_effects[] =
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static const char *warp_vert_effects[] =
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{
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{
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"QuakeForge.version.130",
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"QuakeForge.Vertex.fstri",
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"QuakeForge.Vertex.fstri",
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0
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0
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};
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};
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static const char *warp_frag_effects[] =
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static const char *warp_frag_effects[] =
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{
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{
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"QuakeForge.version.130",
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"QuakeForge.Math.const",
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"QuakeForge.Math.const",
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"QuakeForge.Fragment.screen.warp",
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"QuakeForge.Fragment.screen.warp",
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0
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0
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@ -552,8 +552,9 @@ main (void)
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gl_FragColor = fogBlend (col);
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gl_FragColor = fogBlend (col);
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}
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}
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-- Vertex.fstri
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-- version.130
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#version 130
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#version 130
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-- Vertex.fstri
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out vec2 uv;
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out vec2 uv;
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@ -582,8 +583,9 @@ const vec2 B = vec2 (1, 1);
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void
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void
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main ()
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main ()
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{
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{
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uv = uv * (1.0 - 2.0*A) + A * (B + sin ((time * S + F * uv.yx) * 2.0*PI));
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vec2 st;
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vec4 c = texture2D (screenTex, uv);
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st = uv * (1.0 - 2.0*A) + A * (B + sin ((time * S + F * uv.yx) * 2.0*PI));
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vec4 c = texture2D (screenTex, st);
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gl_FragColor = c;//vec4(uv, c.x, 1);
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gl_FragColor = c;//vec4(uv, c.x, 1);
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}
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}
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