mirror of
https://github.com/DrBeef/JKXR.git
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192 lines
7.8 KiB
C++
192 lines
7.8 KiB
C++
/*
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===========================================================================
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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// tr_glow.c -- this file deals with the arb shaders for dynamic glow
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#include "tr_local.h"
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Vertex and Pixel Shader definitions. - AReis
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/***********************************************************************************************************/
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// This vertex shader basically passes through most values and calculates no lighting. The only
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// unusual thing it does is add the inputed texel offsets to all four texture units (this allows
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// nearest neighbor pixel peeking).
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const unsigned char g_strGlowVShaderARB[] =
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{
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"!!ARBvp1.0\
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\
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# Input.\n\
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ATTRIB iPos = vertex.position;\
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ATTRIB iColor = vertex.color;\
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ATTRIB iTex0 = vertex.texcoord[0];\
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ATTRIB iTex1 = vertex.texcoord[1];\
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ATTRIB iTex2 = vertex.texcoord[2];\
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ATTRIB iTex3 = vertex.texcoord[3];\
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\
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# Output.\n\
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OUTPUT oPos = result.position;\
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OUTPUT oColor = result.color;\
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OUTPUT oTex0 = result.texcoord[0];\
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OUTPUT oTex1 = result.texcoord[1];\
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OUTPUT oTex2 = result.texcoord[2];\
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OUTPUT oTex3 = result.texcoord[3];\
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\
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# Constants.\n\
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PARAM ModelViewProj[4]= { state.matrix.mvp };\
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PARAM TexelOffset0 = program.env[0];\
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PARAM TexelOffset1 = program.env[1];\
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PARAM TexelOffset2 = program.env[2];\
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PARAM TexelOffset3 = program.env[3];\
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\
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# Main.\n\
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DP4 oPos.x, ModelViewProj[0], iPos;\
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DP4 oPos.y, ModelViewProj[1], iPos;\
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DP4 oPos.z, ModelViewProj[2], iPos;\
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DP4 oPos.w, ModelViewProj[3], iPos;\
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MOV oColor, iColor;\
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# Notice the optimization of using one texture coord instead of all four.\n\
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ADD oTex0, iTex0, TexelOffset0;\
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ADD oTex1, iTex0, TexelOffset1;\
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ADD oTex2, iTex0, TexelOffset2;\
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ADD oTex3, iTex0, TexelOffset3;\
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\
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END"
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};
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// This Pixel Shader loads four texture units and adds them all together (with a modifier
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// multiplied to each in the process). The final output is r0 = t0 + t1 + t2 + t3.
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const unsigned char g_strGlowPShaderARB[] =
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{
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"!!ARBfp1.0\
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\
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# Input.\n\
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ATTRIB iColor = fragment.color.primary;\
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\
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# Output.\n\
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OUTPUT oColor = result.color;\
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\
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# Constants.\n\
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PARAM Weight = program.env[0];\
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TEMP t0;\
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TEMP t1;\
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TEMP t2;\
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TEMP t3;\
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TEMP r0;\
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\
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# Main.\n\
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TEX t0, fragment.texcoord[0], texture[0], RECT;\
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TEX t1, fragment.texcoord[1], texture[1], RECT;\
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TEX t2, fragment.texcoord[2], texture[2], RECT;\
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TEX t3, fragment.texcoord[3], texture[3], RECT;\
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\
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MUL r0, t0, Weight;\
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MAD r0, t1, Weight, r0;\
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MAD r0, t2, Weight, r0;\
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MAD r0, t3, Weight, r0;\
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\
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MOV oColor, r0;\
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\
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END"
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};
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/***********************************************************************************************************/
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#define GL_PROGRAM_ERROR_STRING_ARB 0x8874
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#define GL_PROGRAM_ERROR_POSITION_ARB 0x864B
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void ARB_InitGlowShaders(void) {
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// Allocate and Load the global 'Glow' Vertex Program. - AReis
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if ( qglGenProgramsARB )
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{
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qglGenProgramsARB( 1, &tr.glowVShader );
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qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, tr.glowVShader );
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qglProgramStringARB( GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, ( GLsizei ) strlen( ( char * ) g_strGlowVShaderARB ), g_strGlowVShaderARB );
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// const GLubyte *strErr = qglGetString( GL_PROGRAM_ERROR_STRING_ARB );
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int iErrPos = 0;
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qglGetIntegerv( GL_PROGRAM_ERROR_POSITION_ARB, &iErrPos );
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assert( iErrPos == -1 );
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}
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// NOTE: I make an assumption here. If you have (current) nvidia hardware, you obviously support register combiners instead of fragment
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// programs, so use those. The problem with this is that nv30 WILL support fragment shaders, breaking this logic. The good thing is that
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// if you always ask for regcoms before fragment shaders, you'll always just use regcoms (problem solved... for now). - AReis
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// Load Pixel Shaders (either regcoms or fragprogs).
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if ( qglCombinerParameteriNV )
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{
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// The purpose of this regcom is to blend all the pixels together from the 4 texture units, but with their
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// texture coordinates offset by 1 (or more) texels, effectively letting us blend adjoining pixels. The weight is
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// used to either strengthen or weaken the pixel intensity. The more it diffuses (the higher the radius of the glow),
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// the higher the intensity should be for a noticable effect.
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// Regcom result is: ( tex1 * fBlurWeight ) + ( tex2 * fBlurWeight ) + ( tex2 * fBlurWeight ) + ( tex2 * fBlurWeight )
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// VV guys, this is the pixel shader you would use instead :-)
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/*
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// c0 is the blur weight.
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ps 1.1
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tex t0
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tex t1
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tex t2
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tex t3
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mul r0, c0, t0;
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madd r0, c0, t1, r0;
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madd r0, c0, t2, r0;
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madd r0, c0, t3, r0;
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*/
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tr.glowPShader = qglGenLists( 1 );
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qglNewList( tr.glowPShader, GL_COMPILE );
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qglCombinerParameteriNV( GL_NUM_GENERAL_COMBINERS_NV, 2 );
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// spare0 = fBlend * tex0 + fBlend * tex1.
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qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV, GL_TEXTURE0_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
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qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, GL_CONSTANT_COLOR0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
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qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE1_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
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qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV, GL_CONSTANT_COLOR0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
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qglCombinerOutputNV( GL_COMBINER0_NV, GL_RGB, GL_DISCARD_NV, GL_DISCARD_NV, GL_SPARE0_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE );
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// spare1 = fBlend * tex2 + fBlend * tex3.
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qglCombinerInputNV( GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_A_NV, GL_TEXTURE2_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
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qglCombinerInputNV( GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_B_NV, GL_CONSTANT_COLOR0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
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qglCombinerInputNV( GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE3_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
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qglCombinerInputNV( GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_D_NV, GL_CONSTANT_COLOR0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
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qglCombinerOutputNV( GL_COMBINER1_NV, GL_RGB, GL_DISCARD_NV, GL_DISCARD_NV, GL_SPARE1_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE );
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// ( A * B ) + ( ( 1 - A ) * C ) + D = ( spare0 * 1 ) + ( ( 1 - spare0 ) * 0 ) + spare1 == spare0 + spare1.
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qglFinalCombinerInputNV( GL_VARIABLE_A_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
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qglFinalCombinerInputNV( GL_VARIABLE_B_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_RGB );
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qglFinalCombinerInputNV( GL_VARIABLE_C_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
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qglFinalCombinerInputNV( GL_VARIABLE_D_NV, GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
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qglEndList();
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}
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else if ( qglGenProgramsARB )
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{
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qglGenProgramsARB( 1, &tr.glowPShader );
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qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, tr.glowPShader );
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qglProgramStringARB( GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, ( GLsizei ) strlen( ( char * ) g_strGlowPShaderARB ), g_strGlowPShaderARB );
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// const GLubyte *strErr = qglGetString( GL_PROGRAM_ERROR_STRING_ARB );
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int iErrPos = 0;
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qglGetIntegerv( GL_PROGRAM_ERROR_POSITION_ARB, &iErrPos );
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assert( iErrPos == -1 );
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}
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}
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