mirror of
https://github.com/libretro/RetroArch
synced 2025-03-23 19:21:03 +00:00
Move all shader files to header files (gfx/drivers/gl_shaders)
This commit is contained in:
parent
8b6abde2f9
commit
f0f60901ff
8
gfx/drivers/gl_shaders/core_alpha_blend.glsl.frag.h
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8
gfx/drivers/gl_shaders/core_alpha_blend.glsl.frag.h
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@ -0,0 +1,8 @@
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static const char *stock_fragment_core_blend =
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"uniform sampler2D Texture;\n"
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"in vec2 tex_coord;\n"
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"in vec4 color;\n"
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"out vec4 FragColor;\n"
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"void main() {\n"
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" FragColor = color * texture(Texture, tex_coord);\n"
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"}";
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12
gfx/drivers/gl_shaders/core_alpha_blend.glsl.vert.h
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12
gfx/drivers/gl_shaders/core_alpha_blend.glsl.vert.h
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static const char *stock_vertex_core_blend =
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"in vec2 TexCoord;\n"
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"in vec2 VertexCoord;\n"
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"in vec4 Color;\n"
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"uniform mat4 MVPMatrix;\n"
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"out vec2 tex_coord;\n"
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"out vec4 color;\n"
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"void main() {\n"
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" gl_Position = MVPMatrix * vec4(VertexCoord, 0.0, 1.0);\n"
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" tex_coord = TexCoord;\n"
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" color = Color;\n"
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"}";
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7
gfx/drivers/gl_shaders/core_opaque.glsl.frag.h
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gfx/drivers/gl_shaders/core_opaque.glsl.frag.h
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static const char *stock_fragment_core =
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"uniform sampler2D Texture;\n"
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"in vec2 tex_coord;\n"
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"out vec4 FragColor;\n"
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"void main() {\n"
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" FragColor = vec4(texture(Texture, tex_coord).rgb, 1.0);\n"
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"}";
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10
gfx/drivers/gl_shaders/core_opaque.glsl.vert.h
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gfx/drivers/gl_shaders/core_opaque.glsl.vert.h
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@ -0,0 +1,10 @@
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static const char *stock_vertex_core =
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"in vec2 TexCoord;\n"
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"in vec2 VertexCoord;\n"
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"in vec4 Color;\n"
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"uniform mat4 MVPMatrix;\n"
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"out vec2 tex_coord;\n"
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"void main() {\n"
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" gl_Position = MVPMatrix * vec4(VertexCoord, 0.0, 1.0);\n"
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" tex_coord = TexCoord;\n"
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"}";
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6
gfx/drivers/gl_shaders/legacy_opaque.glsl.frag.h
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gfx/drivers/gl_shaders/legacy_opaque.glsl.frag.h
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@ -0,0 +1,6 @@
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static const char *stock_fragment_legacy =
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"uniform sampler2D Texture;\n"
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"varying vec4 color;\n"
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"void main() {\n"
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" gl_FragColor = color * texture2D(Texture, gl_TexCoord[0].xy);\n"
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"}";
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gfx/drivers/gl_shaders/legacy_opaque.glsl.vert.h
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gfx/drivers/gl_shaders/legacy_opaque.glsl.vert.h
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static const char *stock_vertex_legacy =
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"varying vec4 color;\n"
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"void main() {\n"
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" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
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" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
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" color = gl_Color;\n"
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"}";
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9
gfx/drivers/gl_shaders/modern_opaque.glsl.frag.h
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gfx/drivers/gl_shaders/modern_opaque.glsl.frag.h
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static const char *stock_fragment_modern =
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"#ifdef GL_ES\n"
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"precision mediump float;\n"
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"#endif\n"
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"uniform sampler2D Texture;\n"
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"varying vec2 tex_coord;\n"
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"void main() {\n"
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" gl_FragColor = vec4(texture2D(Texture, tex_coord).rgb, 1.0);\n"
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"}";
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12
gfx/drivers/gl_shaders/modern_opaque.glsl.vert.h
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gfx/drivers/gl_shaders/modern_opaque.glsl.vert.h
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/* Need to duplicate these to work around broken stuff on Android.
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* Must enforce alpha = 1.0 or 32-bit games can potentially go black. */
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static const char *stock_vertex_modern =
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"attribute vec2 TexCoord;\n"
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"attribute vec2 VertexCoord;\n"
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"attribute vec4 Color;\n"
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"uniform mat4 MVPMatrix;\n"
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"varying vec2 tex_coord;\n"
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"void main() {\n"
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" gl_Position = MVPMatrix * vec4(VertexCoord, 0.0, 1.0);\n"
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" tex_coord = TexCoord;\n"
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"}";
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7
gfx/drivers/gl_shaders/pipeline_xmb_ribbon.glsl.frag.h
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gfx/drivers/gl_shaders/pipeline_xmb_ribbon.glsl.frag.h
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static const char *stock_fragment_xmb =
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"uniform float time;\n"
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"varying vec3 v;\n"
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"void main()\n"
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"{\n"
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" gl_FragColor = vec4(1.0, 1.0, 1.0, 0.05);\n"
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"}\n";
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28
gfx/drivers/gl_shaders/pipeline_xmb_ribbon.glsl.vert.h
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gfx/drivers/gl_shaders/pipeline_xmb_ribbon.glsl.vert.h
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@ -0,0 +1,28 @@
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static const char *stock_vertex_xmb =
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"attribute vec3 vPosition;\n"
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"uniform float time;\n"
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"varying vec3 v;\n"
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"float iqhash( float n )\n"
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"{\n"
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" return fract(sin(n)*43758.5453);\n"
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"}\n"
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"float noise( vec3 x )\n"
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"{\n"
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" vec3 p = floor(x);\n"
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" vec3 f = fract(x);\n"
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" f = f*f*(3.0-2.0*f);\n"
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" float n = p.x + p.y*57.0 + 113.0*p.z;\n"
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" return mix(mix(mix( iqhash(n+0.0 ), iqhash(n+1.0 ),f.x),\n"
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" mix( iqhash(n+57.0 ), iqhash(n+58.0 ),f.x),f.y),\n"
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" mix(mix( iqhash(n+113.0), iqhash(n+114.0),f.x),\n"
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" mix( iqhash(n+170.0), iqhash(n+171.0),f.x),f.y),f.z);\n"
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"}\n"
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"void main()\n"
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"{\n"
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" v = vPosition;\n"
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" vec3 v2 = v;\n"
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" v2.x = v2.x + time/2.0;\n"
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" v2.z = v.z * 3.0;\n"
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" v.y = -cos((v.x+v.z/3.0+time)*2.0)/10.0 - noise(v2.xyz)/4.0;\n"
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" gl_Position = vec4(v, 1.0);\n"
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"}\n";
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@ -113,124 +113,19 @@ static const char *glsl_prefixes[] = {
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"ruby",
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};
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/* Need to duplicate these to work around broken stuff on Android.
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* Must enforce alpha = 1.0 or 32-bit games can potentially go black. */
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static const char *stock_vertex_modern =
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"attribute vec2 TexCoord;\n"
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"attribute vec2 VertexCoord;\n"
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"attribute vec4 Color;\n"
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"uniform mat4 MVPMatrix;\n"
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"varying vec2 tex_coord;\n"
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"void main() {\n"
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" gl_Position = MVPMatrix * vec4(VertexCoord, 0.0, 1.0);\n"
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" tex_coord = TexCoord;\n"
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"}";
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#include "../drivers/gl_shaders/modern_opaque.glsl.vert.h"
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#include "../drivers/gl_shaders/modern_opaque.glsl.frag.h"
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#include "../drivers/gl_shaders/core_opaque.glsl.vert.h"
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#include "../drivers/gl_shaders/core_opaque.glsl.frag.h"
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#include "../drivers/gl_shaders/legacy_opaque.glsl.vert.h"
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#include "../drivers/gl_shaders/legacy_opaque.glsl.frag.h"
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#include "../drivers/gl_shaders/modern_alpha_blend.glsl.vert.h"
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#include "../drivers/gl_shaders/modern_alpha_blend.glsl.frag.h"
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#include "../drivers/gl_shaders/core_alpha_blend.glsl.vert.h"
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#include "../drivers/gl_shaders/core_alpha_blend.glsl.frag.h"
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static const char *stock_fragment_modern =
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"#ifdef GL_ES\n"
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"precision mediump float;\n"
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"#endif\n"
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"uniform sampler2D Texture;\n"
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"varying vec2 tex_coord;\n"
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"void main() {\n"
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" gl_FragColor = vec4(texture2D(Texture, tex_coord).rgb, 1.0);\n"
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"}";
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static const char *stock_vertex_core =
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"in vec2 TexCoord;\n"
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"in vec2 VertexCoord;\n"
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"in vec4 Color;\n"
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"uniform mat4 MVPMatrix;\n"
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"out vec2 tex_coord;\n"
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"void main() {\n"
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" gl_Position = MVPMatrix * vec4(VertexCoord, 0.0, 1.0);\n"
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" tex_coord = TexCoord;\n"
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"}";
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static const char *stock_fragment_core =
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"uniform sampler2D Texture;\n"
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"in vec2 tex_coord;\n"
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"out vec4 FragColor;\n"
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"void main() {\n"
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" FragColor = vec4(texture(Texture, tex_coord).rgb, 1.0);\n"
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"}";
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static const char *stock_vertex_legacy =
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"varying vec4 color;\n"
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"void main() {\n"
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" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
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" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
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" color = gl_Color;\n"
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"}";
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static const char *stock_fragment_legacy =
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"uniform sampler2D Texture;\n"
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"varying vec4 color;\n"
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"void main() {\n"
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" gl_FragColor = color * texture2D(Texture, gl_TexCoord[0].xy);\n"
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"}";
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#include "../drivers/gl_shaders/modern_alpha_blend_glsl.vert.h"
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#include "../drivers/gl_shaders/modern_alpha_blend_glsl.frag.h"
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static const char *stock_vertex_core_blend =
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"in vec2 TexCoord;\n"
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"in vec2 VertexCoord;\n"
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"in vec4 Color;\n"
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"uniform mat4 MVPMatrix;\n"
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"out vec2 tex_coord;\n"
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"out vec4 color;\n"
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"void main() {\n"
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" gl_Position = MVPMatrix * vec4(VertexCoord, 0.0, 1.0);\n"
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" tex_coord = TexCoord;\n"
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" color = Color;\n"
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"}";
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static const char *stock_fragment_core_blend =
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"uniform sampler2D Texture;\n"
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"in vec2 tex_coord;\n"
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"in vec4 color;\n"
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"out vec4 FragColor;\n"
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"void main() {\n"
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" FragColor = color * texture(Texture, tex_coord);\n"
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"}";
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static const char *stock_vertex_xmb =
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"attribute vec3 vPosition;\n"
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"uniform float time;\n"
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"varying vec3 v;\n"
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"float iqhash( float n )\n"
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"{\n"
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" return fract(sin(n)*43758.5453);\n"
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"}\n"
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"float noise( vec3 x )\n"
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"{\n"
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" vec3 p = floor(x);\n"
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" vec3 f = fract(x);\n"
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" f = f*f*(3.0-2.0*f);\n"
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" float n = p.x + p.y*57.0 + 113.0*p.z;\n"
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" return mix(mix(mix( iqhash(n+0.0 ), iqhash(n+1.0 ),f.x),\n"
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" mix( iqhash(n+57.0 ), iqhash(n+58.0 ),f.x),f.y),\n"
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" mix(mix( iqhash(n+113.0), iqhash(n+114.0),f.x),\n"
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" mix( iqhash(n+170.0), iqhash(n+171.0),f.x),f.y),f.z);\n"
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"}\n"
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"void main()\n"
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"{\n"
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" v = vPosition;\n"
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" vec3 v2 = v;\n"
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" v2.x = v2.x + time/2.0;\n"
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" v2.z = v.z * 3.0;\n"
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" v.y = -cos((v.x+v.z/3.0+time)*2.0)/10.0 - noise(v2.xyz)/4.0;\n"
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" gl_Position = vec4(v, 1.0);\n"
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"}\n";
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static const char *stock_fragment_xmb =
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"uniform float time;\n"
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"varying vec3 v;\n"
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"void main()\n"
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"{\n"
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" gl_FragColor = vec4(1.0, 1.0, 1.0, 0.05);\n"
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"}\n";
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#include "../drivers/gl_shaders/pipeline_xmb_ribbon.glsl.vert.h"
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#include "../drivers/gl_shaders/pipeline_xmb_ribbon.glsl.frag.h"
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typedef struct glsl_shader_data
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{
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