mirror of
https://github.com/izzy2lost/Super3.git
synced 2026-07-05 15:18:38 -07:00
fixed 3d on Mali devices
This commit is contained in:
@@ -205,9 +205,7 @@ void R3DFrameBuffers::SetFBO(Layer layer)
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void R3DFrameBuffers::AllocShaderBase()
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{
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#ifdef __ANDROID__
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const char *vertexShader = R"glsl(
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#version 300 es
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const char *vertexShader = R"glsl(#version 300 es
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precision highp float;
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in vec3 inVertex;
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@@ -223,9 +221,7 @@ void R3DFrameBuffers::AllocShaderBase()
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)glsl";
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const char *fragmentShader = R"glsl(
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#version 300 es
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const char *fragmentShader = R"glsl(#version 300 es
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precision mediump float;
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uniform sampler2D tex1;
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@@ -287,9 +283,7 @@ void R3DFrameBuffers::AllocShaderBase()
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void R3DFrameBuffers::AllocShaderTrans()
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{
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#ifdef __ANDROID__
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const char *vertexShader = R"glsl(
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#version 300 es
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const char *vertexShader = R"glsl(#version 300 es
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precision highp float;
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in vec3 inVertex;
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@@ -305,9 +299,7 @@ void R3DFrameBuffers::AllocShaderTrans()
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)glsl";
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const char *fragmentShader = R"glsl(
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#version 300 es
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const char *fragmentShader = R"glsl(#version 300 es
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precision mediump float;
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uniform sampler2D tex1;
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@@ -391,9 +383,7 @@ void R3DFrameBuffers::AllocShaderTrans()
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void R3DFrameBuffers::AllocShaderWipe()
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{
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#ifdef __ANDROID__
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const char *vertexShader = R"glsl(
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#version 300 es
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const char *vertexShader = R"glsl(#version 300 es
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precision highp float;
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in vec3 inVertex;
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@@ -409,9 +399,7 @@ void R3DFrameBuffers::AllocShaderWipe()
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)glsl";
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const char *fragmentShader = R"glsl(
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#version 300 es
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const char *fragmentShader = R"glsl(#version 300 es
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precision mediump float;
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uniform sampler2D texColor;
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@@ -82,9 +82,7 @@ static bool CompileShaderProgram(GLuint* programOut, GLuint* vsOut, GLuint* fsOu
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#endif
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#ifdef __ANDROID__
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static const char *vertexShaderFog = R"glsl(
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#version 300 es
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static const char *vertexShaderFog = R"glsl(#version 300 es
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precision highp float;
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uniform mat4 mvp;
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@@ -97,9 +95,7 @@ void main(void)
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)glsl";
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static const char *fragmentShaderFog = R"glsl(
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#version 300 es
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static const char *fragmentShaderFog = R"glsl(#version 300 es
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precision mediump float;
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uniform float fogAttenuation;
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@@ -3,9 +3,7 @@
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#ifdef __ANDROID__
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// GLES 3.0 shaders (minimal path: textured vertex-colour with optional alpha discard).
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static const char *vertexShaderR3D = R"glsl(
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#version 300 es
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static const char *vertexShaderR3D = R"glsl(#version 300 es
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precision highp float;
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precision highp int;
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@@ -40,9 +38,7 @@ void main()
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}
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)glsl";
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static const char *fragmentShaderR3D = R"glsl(
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#version 300 es
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static const char *fragmentShaderR3D = R"glsl(#version 300 es
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precision mediump float;
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precision mediump int;
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@@ -24,14 +24,12 @@ void GlesStubRender3D::BeginFrame()
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if (m_inited)
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return;
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static const char* vs = R"glsl(
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#version 300 es
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static const char* vs = R"glsl(#version 300 es
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layout(location=0) in vec2 aPos;
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void main() { gl_Position = vec4(aPos, 0.0, 1.0); }
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)glsl";
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static const char* fs = R"glsl(
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#version 300 es
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static const char* fs = R"glsl(#version 300 es
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precision mediump float;
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out vec4 oColor;
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void main() { oColor = vec4(0.15, 0.2, 0.45, 1.0); }
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@@ -93,4 +91,3 @@ void GlesStubRender3D::RenderFrame()
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glBindVertexArray(0);
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glUseProgram(0);
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}
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+432
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