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https://github.com/libretro/RetroArch
synced 2025-04-10 06:44:27 +00:00
Move zahnrad shaders to separate files
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parent
8616b21e1f
commit
b3220cf53e
10
gfx/drivers/gl_shaders/pipeline_zahnrad.glsl.frag.h
Normal file
10
gfx/drivers/gl_shaders/pipeline_zahnrad.glsl.frag.h
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@ -0,0 +1,10 @@
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static const char *zahnrad_fragment_shader =
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"#version 300 es\n"
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"precision mediump float;\n"
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"uniform sampler2D Texture;\n"
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"in vec2 Frag_UV;\n"
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"in vec4 Frag_Color;\n"
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"out vec4 Out_Color;\n"
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"void main(){\n"
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" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
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"}\n";
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13
gfx/drivers/gl_shaders/pipeline_zahnrad.glsl.vert.h
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gfx/drivers/gl_shaders/pipeline_zahnrad.glsl.vert.h
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@ -0,0 +1,13 @@
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static const char *zahnrad_vertex_shader =
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"#version 300 es\n"
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"uniform mat4 ProjMtx;\n"
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"in vec2 Position;\n"
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"in vec2 TexCoord;\n"
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"in vec4 Color;\n"
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"out vec2 Frag_UV;\n"
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"out vec4 Frag_Color;\n"
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"void main() {\n"
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" Frag_UV = TexCoord;\n"
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" Frag_Color = Color;\n"
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" gl_Position = ProjMtx * vec4(Position.xy, 0, 1);\n"
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"}\n";
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@ -22,6 +22,9 @@
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#include "../menu_display.h"
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#include "../../gfx/video_shader_driver.h"
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#include "../../gfx/drivers/gl_shaders/pipeline_zahnrad.glsl.vert.h"
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#include "../../gfx/drivers/gl_shaders/pipeline_zahnrad.glsl.frag.h"
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struct zr_image zr_common_image_load(const char *filename)
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{
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int x,y,n;
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@ -56,35 +59,12 @@ void zr_common_device_init(struct zr_device *dev)
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{
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#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES)
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GLint status;
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static const GLchar *vertex_shader =
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"#version 300 es\n"
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"uniform mat4 ProjMtx;\n"
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"in vec2 Position;\n"
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"in vec2 TexCoord;\n"
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"in vec4 Color;\n"
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"out vec2 Frag_UV;\n"
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"out vec4 Frag_Color;\n"
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"void main() {\n"
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" Frag_UV = TexCoord;\n"
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" Frag_Color = Color;\n"
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" gl_Position = ProjMtx * vec4(Position.xy, 0, 1);\n"
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"}\n";
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static const GLchar *fragment_shader =
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"#version 300 es\n"
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"precision mediump float;\n"
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"uniform sampler2D Texture;\n"
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"in vec2 Frag_UV;\n"
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"in vec4 Frag_Color;\n"
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"out vec4 Out_Color;\n"
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"void main(){\n"
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" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
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"}\n";
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dev->prog = glCreateProgram();
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dev->prog = glCreateProgram();
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dev->vert_shdr = glCreateShader(GL_VERTEX_SHADER);
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dev->frag_shdr = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(dev->vert_shdr, 1, &vertex_shader, 0);
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glShaderSource(dev->frag_shdr, 1, &fragment_shader, 0);
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glShaderSource(dev->vert_shdr, 1, &zahnrad_vertex_shader, 0);
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glShaderSource(dev->frag_shdr, 1, &zahnrad_fragment_shader, 0);
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glCompileShader(dev->vert_shdr);
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glCompileShader(dev->frag_shdr);
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glGetShaderiv(dev->vert_shdr, GL_COMPILE_STATUS, &status);
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