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@ -71,6 +71,7 @@ const char g_fragment_shader_hw[] = R"( |
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#define SOURCE_PRIMARYCOLOR 0x0 |
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#define SOURCE_PRIMARYFRAGMENTCOLOR 0x1 |
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#define SOURCE_SECONDARYFRAGMENTCOLOR 0x2 |
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#define SOURCE_TEXTURE0 0x3 |
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#define SOURCE_TEXTURE1 0x4 |
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#define SOURCE_TEXTURE2 0x5 |
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@ -151,8 +152,11 @@ vec4 GetSource(int source) { |
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if (source == SOURCE_PRIMARYCOLOR) { |
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return o[2]; |
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} else if (source == SOURCE_PRIMARYFRAGMENTCOLOR) { |
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// HACK: Uses color value, but should really use fragment lighting output |
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// HACK: Until we implement fragment lighting, use primary_color |
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return o[2]; |
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} else if (source == SOURCE_SECONDARYFRAGMENTCOLOR) { |
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// HACK: Until we implement fragment lighting, use zero |
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return vec4(0.0, 0.0, 0.0, 0.0); |
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} else if (source == SOURCE_TEXTURE0) { |
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return texture(tex[0], o[3].xy); |
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} else if (source == SOURCE_TEXTURE1) { |
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