make it actually work without asploding half the geometry
also, fix colors
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ccc9608ad2
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@ -74,11 +74,13 @@ void main()
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{
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// burp
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vec4 fpos;
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fpos.x = ((float(vPosition.x) / 256.0) * 2.0) - 1.0;
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fpos.y = ((float(vPosition.y) / 192.0) * 2.0) - 1.0;
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fpos.z = 0.0;
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fpos.x = ((float(vPosition.x) * 2.0) / 256.0) - 1.0;
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fpos.y = ((float(vPosition.y) * 2.0) / 192.0) - 1.0;
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fpos.z = 0.5;
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fpos.w = 1.0;
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//if (fpos.y < 0.0) fpos.y = -fpos.y;
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gl_Position = fpos;
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}
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)";
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@ -89,7 +91,9 @@ out vec4 oColor;
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void main()
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{
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oColor = vec4(0, 63.0/255.0, 63.0/255.0, 31.0/255.0);
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vec4 finalcolor = vec4(0, 63.0/255.0, 63.0/255.0, 31.0/255.0);
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oColor = finalcolor.bgra;
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}
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)";
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@ -365,7 +369,7 @@ void BuildPolygons(Polygon** polygons, int npolys)
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// TODO hires-upgraded positions?
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*vptr++ = vtx->FinalPosition[0] | (vtx->FinalPosition[1] << 16);
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*vptr++ = z | (w << 16);
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//printf("vertex %d (%d): %08X\n", j, vidx, vptr[-2]);
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*vptr++ = (vtx->FinalColor[0] >> 1) |
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((vtx->FinalColor[1] >> 1) << 8) |
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((vtx->FinalColor[2] >> 1) << 16) |
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@ -384,6 +388,8 @@ void BuildPolygons(Polygon** polygons, int npolys)
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*iptr++ = vidx - 1;
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*iptr++ = vidx;
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numtriangles++;
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//printf("BUILDZORZ TRIANGLE: %d,%d,%d\n", vidx_first, vidx-1, vidx);
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}
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vidx++;
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@ -413,7 +419,7 @@ void RenderFrame()
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glBufferSubData(GL_ARRAY_BUFFER, 0, NumVertices*7*4, VertexBuffer);
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glBindVertexArray(VertexArrayID);
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glDrawElements(GL_TRIANGLES, NumTriangles, GL_UNSIGNED_SHORT, IndexBuffer);
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glDrawElements(GL_TRIANGLES, NumTriangles*3, GL_UNSIGNED_SHORT, IndexBuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID);
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