make screen shaders work with OpenGL 3.1
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parent
72920bb763
commit
8bf4557175
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@ -70,6 +70,8 @@
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func(GLDISABLEVERTEXATTRIBARRAY, glDisableVertexAttribArray); \
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func(GLVERTEXATTRIBPOINTER, glVertexAttribPointer); \
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func(GLVERTEXATTRIBIPOINTER, glVertexAttribIPointer); \
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func(GLBINDATTRIBLOCATION, glBindAttribLocation); \
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func(GLBINDFRAGDATALOCATION, glBindFragDataLocation); \
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\
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func(GLCREATESHADER, glCreateShader); \
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func(GLSHADERSOURCE, glShaderSource); \
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@ -85,9 +87,12 @@
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func(GLDELETESHADER, glDeleteShader); \
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func(GLDELETEPROGRAM, glDeleteProgram); \
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\
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func(GLUNIFORM1I, glUniform1i); \
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func(GLUNIFORM1UI, glUniform1ui); \
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func(GLUNIFORM4UI, glUniform4ui); \
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func(GLUNIFORMBLOCKBINDING, glUniformBlockBinding); \
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func(GLGETUNIFORMLOCATION, glGetUniformLocation); \
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func(GLGETUNIFORMBLOCKINDEX, glGetUniformBlockIndex); \
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\
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func(GLACTIVETEXTURE, glActiveTexture); \
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func(GLBINDIMAGETEXTURE, glBindImageTexture); \
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@ -166,13 +166,21 @@ bool GLDrawing_Init()
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if (!OpenGL_BuildShaderProgram(kScreenVS, kScreenFS, GL_ScreenShader, "ScreenShader"))
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return false;
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GLuint uni_id;
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memset(&GL_ShaderConfig, 0, sizeof(GL_ShaderConfig));
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glGenBuffers(1, &GL_ShaderConfigUBO);
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glBindBuffer(GL_UNIFORM_BUFFER, GL_ShaderConfigUBO);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(GL_ShaderConfig), &GL_ShaderConfig, GL_STATIC_DRAW);
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glBindBufferBase(GL_UNIFORM_BUFFER, 16, GL_ShaderConfigUBO);
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glUniformBlockBinding(GL_ScreenShader[2], 0, 16);
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uni_id = glGetUniformBlockIndex(GL_ScreenShader[2], "uConfig");
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glUniformBlockBinding(GL_ScreenShader[2], uni_id, 16);
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glUseProgram(GL_ScreenShader[2]);
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uni_id = glGetUniformLocation(GL_ScreenShader[2], "ScreenTex");
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glUniform1i(uni_id, 0);
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uni_id = glGetUniformLocation(GL_ScreenShader[2], "_3DTex");
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glUniform1i(uni_id, 1);
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glGenBuffers(1, &GL_ScreenVertexBufferID);
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glBindBuffer(GL_ARRAY_BUFFER, GL_ScreenVertexBufferID);
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@ -185,6 +193,10 @@ bool GLDrawing_Init()
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glEnableVertexAttribArray(1); // texcoord
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*4, (void*)(2*4));
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glBindAttribLocation(GL_ScreenShader[2], 0, "vPosition");
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glBindAttribLocation(GL_ScreenShader[2], 1, "vTexcoord");
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glBindFragDataLocation(GL_ScreenShader[2], 0, "oColor");
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// TODO: consider reallocating the texture when changing screen sizes
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glGenTextures(1, &GL_ScreenTexture);
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glActiveTexture(GL_TEXTURE0);
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@ -19,17 +19,17 @@
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#ifndef MAIN_SHADERS_H
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#define MAIN_SHADERS_H
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const char* kScreenVS = R"(#version 420
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const char* kScreenVS = R"(#version 140
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layout(std140, binding=0) uniform uConfig
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layout(std140) uniform uConfig
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{
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vec2 uScreenSize;
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uint u3DScale;
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uint uFilterMode;
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};
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layout(location=0) in vec2 vPosition;
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layout(location=1) in vec2 vTexcoord;
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in vec2 vPosition;
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in vec2 vTexcoord;
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smooth out vec2 fTexcoord;
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@ -46,51 +46,51 @@ void main()
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}
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)";
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const char* kScreenFS = R"(#version 420
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const char* kScreenFS = R"(#version 140
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layout(std140, binding=0) uniform uConfig
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layout(std140) uniform uConfig
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{
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vec2 uScreenSize;
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uint u3DScale;
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uint uFilterMode;
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};
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layout(binding=0) uniform usampler2D ScreenTex;
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layout(binding=1) uniform sampler2D _3DTex;
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uniform usampler2D ScreenTex;
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uniform sampler2D _3DTex;
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smooth in vec2 fTexcoord;
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layout(location=0) out vec4 oColor;
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out vec4 oColor;
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void main()
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{
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uvec4 pixel = texelFetch(ScreenTex, ivec2(fTexcoord), 0);
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ivec4 pixel = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord), 0));
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// bit0-13: BLDCNT
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// bit14-15: DISPCNT display mode
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// bit16-20: EVA
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// bit21-25: EVB
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// bit26-30: EVY
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uvec4 ctl = texelFetch(ScreenTex, ivec2(256*3, int(fTexcoord.y)), 0);
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uint dispmode = (ctl.g >> 6) & 0x3;
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ivec4 ctl = ivec4(texelFetch(ScreenTex, ivec2(256*3, int(fTexcoord.y)), 0));
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int dispmode = (ctl.g >> 6) & 0x3;
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if (dispmode == 1)
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{
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uint eva = ctl.b & 0x1F;
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uint evb = (ctl.b >> 5) | ((ctl.a & 0x03) << 3);
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uint evy = ctl.a >> 2;
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int eva = ctl.b & 0x1F;
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int evb = (ctl.b >> 5) | ((ctl.a & 0x03) << 3);
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int evy = ctl.a >> 2;
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uvec4 top = pixel;
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uvec4 mid = texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(256,0), 0);
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uvec4 bot = texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(512,0), 0);
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ivec4 top = pixel;
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ivec4 mid = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(256,0), 0));
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ivec4 bot = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(512,0), 0));
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uint winmask = top.b >> 7;
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int winmask = top.b >> 7;
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if ((top.a & 0x40) != 0)
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{
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float xpos = top.r + fract(fTexcoord.x);
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float ypos = mod(fTexcoord.y, 768);
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uvec4 _3dpix = uvec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra
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ivec4 _3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra
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* vec4(63,63,63,31));
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if (_3dpix.a > 0) { top = _3dpix; top.a |= 0x40; bot = mid; }
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@ -100,7 +100,7 @@ void main()
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{
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float xpos = mid.r + fract(fTexcoord.x);
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float ypos = mod(fTexcoord.y, 768);
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uvec4 _3dpix = uvec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra
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ivec4 _3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra
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* vec4(63,63,63,31));
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if (_3dpix.a > 0) { bot = _3dpix; bot.a |= 0x40; }
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@ -115,13 +115,13 @@ void main()
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top.b &= 0x3F;
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bot.b &= 0x3F;
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uint target2;
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int target2;
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if ((bot.a & 0x80) != 0) target2 = 0x10;
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else if ((bot.a & 0x40) != 0) target2 = 0x01;
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else target2 = bot.a;
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bool t2pass = ((ctl.g & target2) != 0);
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uint coloreffect = 0;
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int coloreffect = 0;
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if ((top.a & 0x80) != 0 && t2pass)
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{
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@ -150,7 +150,7 @@ void main()
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if ((ctl.r & top.a) != 0 && winmask != 0)
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{
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uint effect = ctl.r >> 6;
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int effect = ctl.r >> 6;
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if ((effect != 1) || t2pass) coloreffect = effect;
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}
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}
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@ -167,7 +167,7 @@ void main()
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else if (coloreffect == 2)
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{
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pixel = top;
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pixel += ((uvec4(0x3F,0x3F,0x3F,0) - pixel) * evy) >> 4;
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pixel += ((ivec4(0x3F,0x3F,0x3F,0) - pixel) * evy) >> 4;
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}
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else if (coloreffect == 3)
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{
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@ -177,7 +177,7 @@ void main()
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else
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{
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pixel = ((top * eva) + (bot * evb)) >> 5;
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if (eva <= 16) pixel += uvec4(1,1,1,0);
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if (eva <= 16) pixel += ivec4(1,1,1,0);
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pixel = min(pixel, 0x3F);
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}
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}
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@ -188,7 +188,6 @@ void main()
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// TODO: filters
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oColor = vec4(vec3(pixel.rgb) / 255.0, 1.0);
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//oColor = texelFetch(_3DTex, ivec2(fTexcoord*4), 0).bgra;
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}
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)";
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