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ATI fixes. (sigh)
git-svn-id: https://svn.eduke32.com/eduke32@1323 1a8010ca-5511-0410-912e-c29ae57300e0
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2 changed files with 7 additions and 9 deletions
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@ -135,7 +135,7 @@ typedef struct s_prrograminfo {
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GLint uniform_spotRadius;
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} _prprograminfo;
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#define PR_INFO_LOG_BUFFER_SIZE 16384
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#define PR_INFO_LOG_BUFFER_SIZE 65536
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typedef struct s_prprogrambit {
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int32_t bit;
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@ -268,7 +268,7 @@ _prprogrambit prprogrambits[PR_BIT_COUNT] = {
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// vert_prog
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" fragDetailScale = detailScale;\n"
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" if (isNormalMapped == 0)\n"
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" gl_TexCoord[texCoord++] = vec4(detailScale, 1.0, 1.0) * gl_MultiTexCoord0;\n"
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" gl_TexCoord[1] = vec4(detailScale, 1.0, 1.0) * gl_MultiTexCoord0;\n"
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"\n",
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// frag_def
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"uniform sampler2D detailMap;\n"
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@ -276,7 +276,7 @@ _prprogrambit prprogrambits[PR_BIT_COUNT] = {
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"\n",
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// frag_prog
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" if (isNormalMapped == 0)\n"
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" result *= texture2D(detailMap, gl_TexCoord[texCoord++].st);\n"
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" result *= texture2D(detailMap, gl_TexCoord[1].st);\n"
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" else\n"
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" result *= texture2D(detailMap, commonTexCoord.st * fragDetailScale);\n"
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" result.rgb *= 2.0;\n"
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@ -355,7 +355,7 @@ _prprogrambit prprogrambits[PR_BIT_COUNT] = {
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" float fragDepth;\n"
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" float fogFactor;\n"
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"\n"
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" fragDepth = gl_FragCoord.z / gl_FragCoord.w / 35;\n"
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" fragDepth = gl_FragCoord.z / gl_FragCoord.w / 35.0;\n"
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" fragDepth *= fragDepth;\n"
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" fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fragDepth * 1.442695);\n"
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" result.rgb = mix(gl_Fog.color.rgb, result.rgb, fogFactor);\n"
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@ -383,13 +383,13 @@ _prprogrambit prprogrambits[PR_BIT_COUNT] = {
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"uniform mat4 shadowProjMatrix;\n"
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"\n",
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// vert_prog
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" gl_TexCoord[texCoord++] = shadowProjMatrix * curVertex;\n"
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" gl_TexCoord[2] = shadowProjMatrix * curVertex;\n"
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"\n",
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// frag_def
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"uniform sampler2DShadow shadowMap;\n"
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"\n",
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// frag_prog
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" shadowResult = shadow2DProj(shadowMap, gl_TexCoord[texCoord++]).a;\n"
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" shadowResult = shadow2DProj(shadowMap, gl_TexCoord[2]).a;\n"
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"\n",
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},
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{
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@ -486,7 +486,6 @@ _prprogrambit prprogrambits[PR_BIT_COUNT] = {
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// vert_def
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"void main(void)\n"
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"{\n"
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" int texCoord = 1;\n"
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" vec4 curVertex = gl_Vertex;\n"
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" vec3 curNormal = gl_Normal;\n"
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" int isNormalMapped = 0;\n"
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@ -501,7 +500,6 @@ _prprogrambit prprogrambits[PR_BIT_COUNT] = {
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"void main(void)\n"
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"{\n"
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" vec3 commonTexCoord = vec3(gl_TexCoord[0].st, 0.0);\n"
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" int texCoord = 1;\n"
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" vec4 result = vec4(1.0, 1.0, 1.0, 1.0);\n"
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" vec4 diffuseTexel = vec4(1.0, 1.0, 1.0, 1.0);\n"
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" vec4 specTexel = vec4(1.0, 1.0, 1.0, 1.0);\n"
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@ -512,7 +510,7 @@ _prprogrambit prprogrambits[PR_BIT_COUNT] = {
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" int isSpotLight = 0;\n"
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" vec3 spotVector;\n"
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" vec2 spotCosRadius;\n"
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" float shadowResult = 1;\n"
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" float shadowResult = 1.0;\n"
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" vec2 specularMaterial = vec2(15.0, 1.0);\n"
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"\n",
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// frag_prog
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