GRAPHICS: Move opengles2 files to the opengl folder
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22 changed files with 124 additions and 124 deletions
65
graphics/opengl/control_shaders.cpp
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65
graphics/opengl/control_shaders.cpp
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/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/scummsys.h"
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#if defined(USE_GLES2) || defined(USE_OPENGL_SHADERS)
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namespace OpenGL {
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namespace BuiltinShaders {
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const char *controlVertex =
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"#version 100\n"
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"attribute vec2 position;\n"
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"attribute vec2 texcoord;\n"
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"uniform vec2 offsetXY;\n"
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"uniform vec2 sizeWH;\n"
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"uniform vec4 clip;\n"
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"uniform bool flipY;\n"
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"varying vec2 Texcoord;\n"
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"void main() {\n"
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"Texcoord = clip.xy + texcoord * (clip.zw - clip.xy);\n"
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"vec2 pos = offsetXY + position * sizeWH;\n"
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"pos.x = pos.x * 2.0 - 1.0;\n"
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"pos.y = pos.y * 2.0 - 1.0;\n"
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"if (flipY)\n"
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"pos.y *= -1.0;\n"
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"gl_Position = vec4(pos, 0.0, 1.0);\n"
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"}\n";
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const char *controlFragment =
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"#version 100\n"
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"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
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"precision highp float;\n"
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"#else\n"
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"precision mediump float;\n"
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"#endif\n"
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"varying vec2 Texcoord;\n"
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"uniform sampler2D tex;\n"
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"void main() {\n"
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"gl_FragColor = texture2D(tex, Texcoord);\n"
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"}\n";
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}
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} // End of namespace OpenGL
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#endif
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