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b7a8c2207e
Due to GLES and old GL not allowing non-constant texture array lookups,we need to turn the array lookup into a big switch statementin those versions, and that requires putting the texture() call into that switch. But with that trick, we can use texture IDs in GLSL.
45 lines
636 B
GLSL
45 lines
636 B
GLSL
#include "common.glsl"
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PASS(0) vec2 _pos;
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PASS_FLAT(1) Rect _rect;
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PASS(2) vec2 _tex_coord;
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PASS_FLAT(3) uint _tex_id;
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#ifdef GSK_VERTEX_SHADER
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IN(0) vec4 in_rect;
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IN(1) vec4 in_tex_rect;
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IN(2) uint in_tex_id;
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void
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run (out vec2 pos)
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{
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Rect r = rect_from_gsk (in_rect);
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pos = rect_get_position (r);
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_pos = pos;
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_rect = r;
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_tex_coord = rect_get_coord (rect_from_gsk (in_tex_rect), pos);
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_tex_id = in_tex_id;
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}
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#endif
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#ifdef GSK_FRAGMENT_SHADER
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void
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run (out vec4 color,
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out vec2 position)
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{
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color = gsk_texture (_tex_id, _tex_coord) *
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rect_coverage (_rect, _pos);
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position = _pos;
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}
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#endif
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