Fixed bug 1335 - Added support for different pixel formats in OpenGL ES 2 renderer
Gueniffey 2011-11-23 04:06:31 PST The attached patch adds native support for SDL_PIXELFORMAT_ARGB8888, SDL_PIXELFORMAT_RGB888, SDL_PIXELFORMAT_BGR888
This commit is contained in:
parent
7023079a50
commit
a76f024ea9
3 changed files with 307 additions and 33 deletions
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@ -38,8 +38,11 @@ SDL_RenderDriver GLES2_RenderDriver = {
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{
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"opengles2",
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(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC),
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1,
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{SDL_PIXELFORMAT_ABGR8888},
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4,
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{SDL_PIXELFORMAT_ABGR8888,
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SDL_PIXELFORMAT_ARGB8888,
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SDL_PIXELFORMAT_RGB888,
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SDL_PIXELFORMAT_BGR888},
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0,
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0
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}
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@ -111,7 +114,10 @@ typedef enum
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typedef enum
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{
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GLES2_IMAGESOURCE_SOLID,
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GLES2_IMAGESOURCE_TEXTURE
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GLES2_IMAGESOURCE_TEXTURE_ABGR,
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GLES2_IMAGESOURCE_TEXTURE_ARGB,
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GLES2_IMAGESOURCE_TEXTURE_RGB,
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GLES2_IMAGESOURCE_TEXTURE_BGR
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} GLES2_ImageSource;
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typedef struct GLES2_DriverContext
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@ -272,6 +278,9 @@ GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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switch (texture->format)
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{
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case SDL_PIXELFORMAT_ABGR8888:
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case SDL_PIXELFORMAT_ARGB8888:
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case SDL_PIXELFORMAT_BGR888:
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case SDL_PIXELFORMAT_RGB888:
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format = GL_RGBA;
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type = GL_UNSIGNED_BYTE;
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break;
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@ -635,7 +644,7 @@ GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type, SDL_BlendMode b
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if (glGetError() != GL_NO_ERROR || !compileSuccessful)
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{
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char *info = NULL;
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int length;
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int length = 0;
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glGetShaderiv(entry->id, GL_INFO_LOG_LENGTH, &length);
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if (length > 0) {
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@ -701,9 +710,20 @@ GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source, SDL_BlendM
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case GLES2_IMAGESOURCE_SOLID:
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ftype = GLES2_SHADER_FRAGMENT_SOLID_SRC;
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break;
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case GLES2_IMAGESOURCE_TEXTURE:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_SRC;
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case GLES2_IMAGESOURCE_TEXTURE_ABGR:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC;
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break;
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case GLES2_IMAGESOURCE_TEXTURE_ARGB:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC;
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break;
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case GLES2_IMAGESOURCE_TEXTURE_RGB:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC;
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break;
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case GLES2_IMAGESOURCE_TEXTURE_BGR:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC;
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break;
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default:
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goto fault;
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}
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/* Load the requested shaders */
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@ -1015,7 +1035,21 @@ GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *s
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/* Activate an appropriate shader and set the projection matrix */
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blendMode = texture->blendMode;
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sourceType = GLES2_IMAGESOURCE_TEXTURE;
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switch (texture->format)
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{
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case SDL_PIXELFORMAT_ABGR8888:
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sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
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break;
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case SDL_PIXELFORMAT_ARGB8888:
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sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
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break;
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case SDL_PIXELFORMAT_BGR888:
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sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
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break;
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case SDL_PIXELFORMAT_RGB888:
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sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB;
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break;
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}
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if (GLES2_SelectProgram(renderer, sourceType, blendMode) < 0)
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return -1;
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@ -55,7 +55,7 @@ static const Uint8 GLES2_FragmentSrc_SolidSrc_[] = " \
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} \
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";
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static const Uint8 GLES2_FragmentSrc_TextureSrc_[] = " \
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static const Uint8 GLES2_FragmentSrc_TextureABGRSrc_[] = " \
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precision mediump float; \
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uniform sampler2D u_texture; \
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uniform vec4 u_modulation; \
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@ -68,6 +68,57 @@ static const Uint8 GLES2_FragmentSrc_TextureSrc_[] = " \
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} \
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";
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// ARGB to ABGR conversion
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static const Uint8 GLES2_FragmentSrc_TextureARGBSrc_[] = " \
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precision mediump float; \
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uniform sampler2D u_texture; \
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uniform vec4 u_modulation; \
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varying vec2 v_texCoord; \
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\
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void main() \
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{ \
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vec4 abgr = texture2D(u_texture, v_texCoord); \
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gl_FragColor = abgr; \
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gl_FragColor.r = abgr.b; \
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gl_FragColor.b = abgr.r; \
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gl_FragColor *= u_modulation; \
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} \
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";
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// RGB to ABGR conversion
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static const Uint8 GLES2_FragmentSrc_TextureRGBSrc_[] = " \
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precision mediump float; \
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uniform sampler2D u_texture; \
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uniform vec4 u_modulation; \
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varying vec2 v_texCoord; \
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\
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void main() \
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{ \
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vec4 abgr = texture2D(u_texture, v_texCoord); \
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gl_FragColor = abgr; \
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gl_FragColor.r = abgr.b; \
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gl_FragColor.b = abgr.r; \
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gl_FragColor.a = 1.0; \
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gl_FragColor *= u_modulation; \
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} \
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";
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// BGR to ABGR conversion
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static const Uint8 GLES2_FragmentSrc_TextureBGRSrc_[] = " \
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precision mediump float; \
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uniform sampler2D u_texture; \
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uniform vec4 u_modulation; \
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varying vec2 v_texCoord; \
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\
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void main() \
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{ \
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vec4 abgr = texture2D(u_texture, v_texCoord); \
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gl_FragColor = abgr; \
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gl_FragColor.a = 1.0; \
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gl_FragColor *= u_modulation; \
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} \
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";
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static const GLES2_ShaderInstance GLES2_VertexSrc_Default = {
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GL_VERTEX_SHADER,
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GLES2_SOURCE_SHADER,
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@ -82,11 +133,32 @@ static const GLES2_ShaderInstance GLES2_FragmentSrc_SolidSrc = {
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GLES2_FragmentSrc_SolidSrc_
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};
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static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureSrc = {
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static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureABGRSrc = {
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GL_FRAGMENT_SHADER,
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GLES2_SOURCE_SHADER,
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sizeof(GLES2_FragmentSrc_TextureSrc_),
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GLES2_FragmentSrc_TextureSrc_
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sizeof(GLES2_FragmentSrc_TextureABGRSrc_),
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GLES2_FragmentSrc_TextureABGRSrc_
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};
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static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureARGBSrc = {
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GL_FRAGMENT_SHADER,
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GLES2_SOURCE_SHADER,
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sizeof(GLES2_FragmentSrc_TextureARGBSrc_),
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GLES2_FragmentSrc_TextureARGBSrc_
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};
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static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureRGBSrc = {
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GL_FRAGMENT_SHADER,
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GLES2_SOURCE_SHADER,
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sizeof(GLES2_FragmentSrc_TextureRGBSrc_),
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GLES2_FragmentSrc_TextureRGBSrc_
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};
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static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureBGRSrc = {
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GL_FRAGMENT_SHADER,
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GLES2_SOURCE_SHADER,
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sizeof(GLES2_FragmentSrc_TextureBGRSrc_),
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GLES2_FragmentSrc_TextureBGRSrc_
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};
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/*************************************************************************************************
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@ -404,7 +476,11 @@ static const GLES2_ShaderInstance GLES2_FragmentTegra_Modulated_TextureSrc = {
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*************************************************************************************************/
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static GLES2_Shader GLES2_VertexShader_Default = {
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#if GLES2_INCLUDE_NVIDIA_SHADERS
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2,
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#else
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1,
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#endif
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{
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#if GLES2_INCLUDE_NVIDIA_SHADERS
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&GLES2_VertexTegra_Default,
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@ -414,7 +490,11 @@ static GLES2_Shader GLES2_VertexShader_Default = {
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};
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static GLES2_Shader GLES2_FragmentShader_None_SolidSrc = {
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#if GLES2_INCLUDE_NVIDIA_SHADERS
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2,
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#else
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1,
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#endif
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{
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#if GLES2_INCLUDE_NVIDIA_SHADERS
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&GLES2_FragmentTegra_None_SolidSrc,
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@ -424,7 +504,11 @@ static GLES2_Shader GLES2_FragmentShader_None_SolidSrc = {
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};
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static GLES2_Shader GLES2_FragmentShader_Alpha_SolidSrc = {
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#if GLES2_INCLUDE_NVIDIA_SHADERS
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2,
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#else
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1,
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#endif
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{
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#if GLES2_INCLUDE_NVIDIA_SHADERS
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&GLES2_FragmentTegra_Alpha_SolidSrc,
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@ -434,7 +518,11 @@ static GLES2_Shader GLES2_FragmentShader_Alpha_SolidSrc = {
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};
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static GLES2_Shader GLES2_FragmentShader_Additive_SolidSrc = {
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#if GLES2_INCLUDE_NVIDIA_SHADERS
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2,
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#else
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1,
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#endif
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{
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#if GLES2_INCLUDE_NVIDIA_SHADERS
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&GLES2_FragmentTegra_Additive_SolidSrc,
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@ -444,7 +532,11 @@ static GLES2_Shader GLES2_FragmentShader_Additive_SolidSrc = {
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};
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static GLES2_Shader GLES2_FragmentShader_Modulated_SolidSrc = {
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#if GLES2_INCLUDE_NVIDIA_SHADERS
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2,
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#else
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1,
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#endif
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{
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#if GLES2_INCLUDE_NVIDIA_SHADERS
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&GLES2_FragmentTegra_Modulated_SolidSrc,
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@ -453,43 +545,143 @@ static GLES2_Shader GLES2_FragmentShader_Modulated_SolidSrc = {
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}
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};
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static GLES2_Shader GLES2_FragmentShader_None_TextureSrc = {
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static GLES2_Shader GLES2_FragmentShader_None_TextureABGRSrc = {
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#if GLES2_INCLUDE_NVIDIA_SHADERS
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2,
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#else
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1,
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#endif
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{
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#if GLES2_INCLUDE_NVIDIA_SHADERS
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&GLES2_FragmentTegra_None_TextureSrc,
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#endif
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&GLES2_FragmentSrc_TextureSrc
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&GLES2_FragmentSrc_TextureABGRSrc
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}
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};
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static GLES2_Shader GLES2_FragmentShader_Alpha_TextureSrc = {
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static GLES2_Shader GLES2_FragmentShader_Alpha_TextureABGRSrc = {
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#if GLES2_INCLUDE_NVIDIA_SHADERS
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2,
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#else
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1,
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#endif
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{
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#if GLES2_INCLUDE_NVIDIA_SHADERS
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&GLES2_FragmentTegra_Alpha_TextureSrc,
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#endif
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&GLES2_FragmentSrc_TextureSrc
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&GLES2_FragmentSrc_TextureABGRSrc
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}
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};
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static GLES2_Shader GLES2_FragmentShader_Additive_TextureSrc = {
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static GLES2_Shader GLES2_FragmentShader_Additive_TextureABGRSrc = {
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#if GLES2_INCLUDE_NVIDIA_SHADERS
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2,
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#else
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1,
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#endif
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{
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#if GLES2_INCLUDE_NVIDIA_SHADERS
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&GLES2_FragmentTegra_Additive_TextureSrc,
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#endif
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&GLES2_FragmentSrc_TextureSrc
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&GLES2_FragmentSrc_TextureABGRSrc
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}
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};
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static GLES2_Shader GLES2_FragmentShader_Modulated_TextureSrc = {
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static GLES2_Shader GLES2_FragmentShader_Modulated_TextureABGRSrc = {
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#if GLES2_INCLUDE_NVIDIA_SHADERS
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2,
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#else
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1,
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#endif
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{
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#if GLES2_INCLUDE_NVIDIA_SHADERS
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&GLES2_FragmentTegra_Modulated_TextureSrc,
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#endif
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&GLES2_FragmentSrc_TextureSrc
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&GLES2_FragmentSrc_TextureABGRSrc
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}
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};
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static GLES2_Shader GLES2_FragmentShader_None_TextureARGBSrc = {
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1,
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{
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&GLES2_FragmentSrc_TextureARGBSrc
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}
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};
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static GLES2_Shader GLES2_FragmentShader_Alpha_TextureARGBSrc = {
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1,
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{
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&GLES2_FragmentSrc_TextureARGBSrc
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}
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};
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static GLES2_Shader GLES2_FragmentShader_Additive_TextureARGBSrc = {
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1,
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{
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&GLES2_FragmentSrc_TextureARGBSrc
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}
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};
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static GLES2_Shader GLES2_FragmentShader_Modulated_TextureARGBSrc = {
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1,
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{
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&GLES2_FragmentSrc_TextureARGBSrc
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}
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};
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static GLES2_Shader GLES2_FragmentShader_None_TextureRGBSrc = {
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1,
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{
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&GLES2_FragmentSrc_TextureRGBSrc
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}
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};
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static GLES2_Shader GLES2_FragmentShader_Alpha_TextureRGBSrc = {
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1,
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{
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&GLES2_FragmentSrc_TextureRGBSrc
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}
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};
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static GLES2_Shader GLES2_FragmentShader_Additive_TextureRGBSrc = {
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1,
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{
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&GLES2_FragmentSrc_TextureRGBSrc
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}
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};
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static GLES2_Shader GLES2_FragmentShader_Modulated_TextureRGBSrc = {
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1,
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{
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&GLES2_FragmentSrc_TextureRGBSrc
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}
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};
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static GLES2_Shader GLES2_FragmentShader_None_TextureBGRSrc = {
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1,
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{
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&GLES2_FragmentSrc_TextureBGRSrc
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}
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};
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static GLES2_Shader GLES2_FragmentShader_Alpha_TextureBGRSrc = {
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1,
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{
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&GLES2_FragmentSrc_TextureBGRSrc
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}
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};
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static GLES2_Shader GLES2_FragmentShader_Additive_TextureBGRSrc = {
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1,
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{
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&GLES2_FragmentSrc_TextureBGRSrc
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}
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};
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static GLES2_Shader GLES2_FragmentShader_Modulated_TextureBGRSrc = {
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1,
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{
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&GLES2_FragmentSrc_TextureBGRSrc
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}
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};
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@ -504,33 +696,78 @@ const GLES2_Shader *GLES2_GetShader(GLES2_ShaderType type, SDL_BlendMode blendMo
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case GLES2_SHADER_VERTEX_DEFAULT:
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return &GLES2_VertexShader_Default;
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case GLES2_SHADER_FRAGMENT_SOLID_SRC:
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switch (blendMode)
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{
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case SDL_BLENDMODE_NONE:
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return &GLES2_FragmentShader_None_SolidSrc;
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case SDL_BLENDMODE_BLEND:
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return &GLES2_FragmentShader_Alpha_SolidSrc;
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case SDL_BLENDMODE_ADD:
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return &GLES2_FragmentShader_Additive_SolidSrc;
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case SDL_BLENDMODE_MOD:
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return &GLES2_FragmentShader_Modulated_SolidSrc;
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default:
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return NULL;
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}
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case GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC:
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switch (blendMode)
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{
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{
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case SDL_BLENDMODE_NONE:
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return &GLES2_FragmentShader_None_SolidSrc;
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return &GLES2_FragmentShader_None_TextureABGRSrc;
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case SDL_BLENDMODE_BLEND:
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return &GLES2_FragmentShader_Alpha_SolidSrc;
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return &GLES2_FragmentShader_Alpha_TextureABGRSrc;
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case SDL_BLENDMODE_ADD:
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return &GLES2_FragmentShader_Additive_SolidSrc;
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return &GLES2_FragmentShader_Additive_TextureABGRSrc;
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case SDL_BLENDMODE_MOD:
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return &GLES2_FragmentShader_Modulated_SolidSrc;
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return &GLES2_FragmentShader_Modulated_TextureABGRSrc;
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default:
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return NULL;
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}
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case GLES2_SHADER_FRAGMENT_TEXTURE_SRC:
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}
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case GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC:
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switch (blendMode)
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{
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{
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case SDL_BLENDMODE_NONE:
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return &GLES2_FragmentShader_None_TextureSrc;
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return &GLES2_FragmentShader_None_TextureARGBSrc;
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case SDL_BLENDMODE_BLEND:
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return &GLES2_FragmentShader_Alpha_TextureSrc;
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return &GLES2_FragmentShader_Alpha_TextureARGBSrc;
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case SDL_BLENDMODE_ADD:
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return &GLES2_FragmentShader_Additive_TextureSrc;
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return &GLES2_FragmentShader_Additive_TextureARGBSrc;
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case SDL_BLENDMODE_MOD:
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return &GLES2_FragmentShader_Modulated_TextureSrc;
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return &GLES2_FragmentShader_Modulated_TextureARGBSrc;
|
||||
default:
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
|
||||
case GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC:
|
||||
switch (blendMode)
|
||||
{
|
||||
case SDL_BLENDMODE_NONE:
|
||||
return &GLES2_FragmentShader_None_TextureRGBSrc;
|
||||
case SDL_BLENDMODE_BLEND:
|
||||
return &GLES2_FragmentShader_Alpha_TextureRGBSrc;
|
||||
case SDL_BLENDMODE_ADD:
|
||||
return &GLES2_FragmentShader_Additive_TextureRGBSrc;
|
||||
case SDL_BLENDMODE_MOD:
|
||||
return &GLES2_FragmentShader_Modulated_TextureRGBSrc;
|
||||
default:
|
||||
return NULL;
|
||||
}
|
||||
|
||||
case GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC:
|
||||
switch (blendMode)
|
||||
{
|
||||
case SDL_BLENDMODE_NONE:
|
||||
return &GLES2_FragmentShader_None_TextureBGRSrc;
|
||||
case SDL_BLENDMODE_BLEND:
|
||||
return &GLES2_FragmentShader_Alpha_TextureBGRSrc;
|
||||
case SDL_BLENDMODE_ADD:
|
||||
return &GLES2_FragmentShader_Additive_TextureBGRSrc;
|
||||
case SDL_BLENDMODE_MOD:
|
||||
return &GLES2_FragmentShader_Modulated_TextureBGRSrc;
|
||||
default:
|
||||
return NULL;
|
||||
}
|
||||
|
||||
default:
|
||||
return NULL;
|
||||
}
|
||||
|
|
|
@ -43,7 +43,10 @@ typedef enum
|
|||
{
|
||||
GLES2_SHADER_VERTEX_DEFAULT,
|
||||
GLES2_SHADER_FRAGMENT_SOLID_SRC,
|
||||
GLES2_SHADER_FRAGMENT_TEXTURE_SRC
|
||||
GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC,
|
||||
GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC,
|
||||
GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC,
|
||||
GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC
|
||||
} GLES2_ShaderType;
|
||||
|
||||
#define GLES2_SOURCE_SHADER (GLenum)-1
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue