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Merge pull request #471 from Sonicadvance1/sampler_binding
Support Sampler binding in the shader.
This commit is contained in:
@@ -1,4 +1,4 @@
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uniform sampler2D samp9;
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SAMPLER_BINDING(9) uniform sampler2D samp9;
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out vec4 ocol0;
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in vec2 uv0;
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@@ -1,4 +1,4 @@
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uniform sampler2D samp9;
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SAMPLER_BINDING(9) uniform sampler2D samp9;
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out vec4 ocol0;
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in vec2 uv0;
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@@ -12,7 +12,7 @@
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// 0. You just DO WHAT THE FUCK YOU WANT TO.
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uniform sampler2D samp9;
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SAMPLER_BINDING(9) uniform sampler2D samp9;
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out vec4 ocol0;
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in vec2 uv0;
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@@ -1,5 +1,5 @@
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//dummy shader:
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uniform sampler2D samp9;
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SAMPLER_BINDING(9) uniform sampler2D samp9;
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out vec4 ocol0;
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in vec2 uv0;
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@@ -15,4 +15,4 @@ For best results, turn Wordwrap formatting on...
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The shaders shown in the dropdown box in the video plugin configuration window are kept in the directory named User/Data/Shaders. They are linked in to the dolphin source from the repository at <http://dolphin-shaders-database.googlecode.com/svn/trunk/>. See <http://code.google.com/p/dolphin-shaders-database/wiki/Documentation> for more details on the way shaders work.
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This file will hopefully hold more content in future...
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*/
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*/
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@@ -1,4 +1,4 @@
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uniform sampler2D samp9;
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SAMPLER_BINDING(9) uniform sampler2D samp9;
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out vec4 ocol0;
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in vec2 uv0;
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@@ -1,4 +1,4 @@
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uniform sampler2D samp9;
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SAMPLER_BINDING(9) uniform sampler2D samp9;
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out vec4 ocol0;
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in vec2 uv0;
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@@ -1,4 +1,4 @@
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uniform sampler2D samp9;
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SAMPLER_BINDING(9) uniform sampler2D samp9;
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out vec4 ocol0;
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in vec2 uv0;
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@@ -1,6 +1,6 @@
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// textures
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uniform sampler2D samp8;
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uniform sampler2D samp9;
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SAMPLER_BINDING(8) uniform sampler2D samp8;
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SAMPLER_BINDING(9) uniform sampler2D samp9;
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const int char_width = 8;
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const int char_height = 13;
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@@ -1,4 +1,4 @@
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uniform sampler2D samp9;
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SAMPLER_BINDING(9) uniform sampler2D samp9;
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out vec4 ocol0;
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in vec2 uv0;
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@@ -1,4 +1,4 @@
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uniform sampler2D samp9;
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SAMPLER_BINDING(9) uniform sampler2D samp9;
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out vec4 ocol0;
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in vec2 uv0;
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@@ -1,4 +1,4 @@
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uniform sampler2D samp9;
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SAMPLER_BINDING(9) uniform sampler2D samp9;
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out vec4 ocol0;
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in vec2 uv0;
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@@ -1,4 +1,4 @@
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uniform sampler2D samp9;
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SAMPLER_BINDING(9) uniform sampler2D samp9;
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out vec4 ocol0;
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in vec2 uv0;
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@@ -1,4 +1,4 @@
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uniform sampler2D samp9;
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SAMPLER_BINDING(9) uniform sampler2D samp9;
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out vec4 ocol0;
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in vec2 uv0;
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@@ -1,4 +1,4 @@
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uniform sampler2D samp9;
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SAMPLER_BINDING(9) uniform sampler2D samp9;
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out vec4 ocol0;
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in vec2 uv0;
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@@ -1,4 +1,4 @@
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uniform sampler2D samp9;
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SAMPLER_BINDING(9) uniform sampler2D samp9;
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out vec4 ocol0;
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in vec2 uv0;
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@@ -1,4 +1,4 @@
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uniform sampler2D samp9;
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SAMPLER_BINDING(9) uniform sampler2D samp9;
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out vec4 ocol0;
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in vec2 uv0;
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@@ -1,4 +1,4 @@
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uniform sampler2D samp9;
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SAMPLER_BINDING(9) uniform sampler2D samp9;
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out vec4 ocol0;
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in vec2 uv0;
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@@ -1,4 +1,4 @@
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uniform sampler2D samp9;
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SAMPLER_BINDING(9) uniform sampler2D samp9;
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out vec4 ocol0;
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in vec2 uv0;
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@@ -1,4 +1,4 @@
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uniform sampler2D samp9;
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SAMPLER_BINDING(9) uniform sampler2D samp9;
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out vec4 ocol0;
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in vec2 uv0;
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@@ -1,4 +1,4 @@
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uniform sampler2D samp9;
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SAMPLER_BINDING(9) uniform sampler2D samp9;
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out vec4 ocol0;
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in vec2 uv0;
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