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- started modernizing the shader.
This is one unbelievable piece of weird coding based on the 15 year old concept to avoid conditionals at all costs. As a result the code is totally unreadable and no longer really portable to modern OpenGL. This has to be done in small pieces.
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2 changed files with 15 additions and 6 deletions
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@ -1,7 +1,6 @@
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#version 110
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#version 120
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//include an additional space here so that we can programmatically search for and disable this preprocessor definition easily
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#extension GL_ARB_uniform_buffer_object:enable
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#define POLYMOST1_EXTENDED
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//s_texture points to an indexed color texture
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//s_texture points to an indexed color texture
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uniform sampler2D s_texture;
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uniform sampler2D s_texture;
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@ -34,6 +33,9 @@ uniform float u_brightness;
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uniform float u_useDetailMapping;
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uniform float u_useDetailMapping;
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uniform float u_useGlowMapping;
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uniform float u_useGlowMapping;
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uniform int u_tinteffect;
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uniform vec3 u_tintcolor;
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varying vec4 v_color;
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varying vec4 v_color;
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varying float v_distance;
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varying float v_distance;
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@ -46,6 +48,13 @@ const float c_two = 2.0;
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const vec4 c_vec4_one = vec4(c_one);
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const vec4 c_vec4_one = vec4(c_one);
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const float c_wrapThreshold = 0.9;
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const float c_wrapThreshold = 0.9;
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layout(std140) uniform Palette {
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vec4 palette[256];
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};
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layout(std140) uniform Palswap {
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int palswap[256];
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};
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//===========================================================================
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//===========================================================================
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//
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//
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@ -1,4 +1,4 @@
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#version 110
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#version 120
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varying vec4 v_color;
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varying vec4 v_color;
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varying float v_distance;
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varying float v_distance;
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@ -17,8 +17,8 @@ void main()
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eyeCoordPosition.xyz /= eyeCoordPosition.w;
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eyeCoordPosition.xyz /= eyeCoordPosition.w;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_TexCoord[0] = mix(gl_TexCoord[0].xyzw, gl_TexCoord[0].yxzw, u_usePalette);
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//gl_TexCoord[0] = mix(gl_TexCoord[0].xyzw, gl_TexCoord[0].yxzw, u_usePalette); WTF is this???
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gl_TexCoord[3] = gl_TextureMatrix[3] * gl_MultiTexCoord0;
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gl_TexCoord[3] = gl_TextureMatrix[3] * gl_MultiTexCoord0;
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gl_TexCoord[4] = gl_TextureMatrix[4] * gl_MultiTexCoord0;
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gl_TexCoord[4] = gl_TextureMatrix[4] * gl_MultiTexCoord0;
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