mirror of https://github.com/PCSX2/pcsx2.git
gsdx ogl: don't rely on GL_ES builtin (3 differents implementations...). Hopefully fix Linux Intel GPU.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5808 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -406,11 +406,14 @@ std::string GSShaderOGL::GenGlslHeader(const std::string& entry, GLenum type, co
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header += "#define DISABLE_GL42_image\n";
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#endif
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#ifndef ENABLE_GLES
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// Some driver define the MACRO to 0, others keep it undefined...
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header += "#ifndef GL_ES\n";
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header += "#define GL_ES 0\n";
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header += "#endif\n";
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// Stupid GL implementation (can't use GL_ES)
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// AMD/nvidia define it to 0
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// intel window don't define it
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// intel linux refuse to define it
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#ifdef ENABLE_GLES
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header += "#define pGL_ES 1\n";
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#else
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header += "#define pGL_ES 0\n";
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#endif
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// Allow to puts several shader in 1 files
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@ -9,7 +9,7 @@ struct vertex_basic
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#ifdef VERTEX_SHADER
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#if !GL_ES && __VERSION__ > 140
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#if !pGL_ES && __VERSION__ > 140
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out gl_PerVertex {
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vec4 gl_Position;
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float gl_PointSize;
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@ -28,7 +28,7 @@ layout(location = 1) in vec2 TEXCOORD0;
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// smooth, the default, means to do perspective-correct interpolation.
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//
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// The centroid qualifier only matters when multisampling. If this qualifier is not present, then the value is interpolated to the pixel's center, anywhere in the pixel, or to one of the pixel's samples. This sample may lie outside of the actual primitive being rendered, since a primitive can cover only part of a pixel's area. The centroid qualifier is used to prevent this; the interpolation point must fall within both the pixel's area and the primitive's area.
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#if !GL_ES && __VERSION__ > 140
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#if !pGL_ES && __VERSION__ > 140
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out SHADER
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{
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@ -64,7 +64,7 @@ void vs_main()
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#ifdef FRAGMENT_SHADER
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#if !GL_ES && __VERSION__ > 140
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#if !pGL_ES && __VERSION__ > 140
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in SHADER
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{
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@ -34,7 +34,7 @@ static const char* convert_glsl =
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"\n"
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"#ifdef VERTEX_SHADER\n"
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"\n"
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"#if !GL_ES && __VERSION__ > 140\n"
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"#if !pGL_ES && __VERSION__ > 140\n"
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"out gl_PerVertex {\n"
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" vec4 gl_Position;\n"
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" float gl_PointSize;\n"
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@ -53,7 +53,7 @@ static const char* convert_glsl =
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"// smooth, the default, means to do perspective-correct interpolation.\n"
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"//\n"
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"// The centroid qualifier only matters when multisampling. If this qualifier is not present, then the value is interpolated to the pixel's center, anywhere in the pixel, or to one of the pixel's samples. This sample may lie outside of the actual primitive being rendered, since a primitive can cover only part of a pixel's area. The centroid qualifier is used to prevent this; the interpolation point must fall within both the pixel's area and the primitive's area.\n"
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"#if !GL_ES && __VERSION__ > 140\n"
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"#if !pGL_ES && __VERSION__ > 140\n"
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"\n"
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"out SHADER\n"
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"{\n"
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@ -89,7 +89,7 @@ static const char* convert_glsl =
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"\n"
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"#ifdef FRAGMENT_SHADER\n"
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"\n"
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"#if !GL_ES && __VERSION__ > 140\n"
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"#if !pGL_ES && __VERSION__ > 140\n"
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"\n"
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"in SHADER\n"
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"{\n"
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@ -261,7 +261,7 @@ static const char* interlace_glsl =
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" vec2 t;\n"
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"};\n"
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"\n"
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"#if !GL_ES && __VERSION__ > 140\n"
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"#if !pGL_ES && __VERSION__ > 140\n"
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"\n"
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"in SHADER\n"
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"{\n"
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@ -359,7 +359,7 @@ static const char* merge_glsl =
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" vec2 t;\n"
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"};\n"
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"\n"
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"#if !GL_ES && __VERSION__ > 140\n"
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"#if !pGL_ES && __VERSION__ > 140\n"
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"\n"
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"in SHADER\n"
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"{\n"
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@ -441,7 +441,7 @@ static const char* shadeboost_glsl =
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"\n"
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"#ifdef FRAGMENT_SHADER\n"
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"\n"
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"#if !GL_ES && __VERSION__ > 140\n"
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"#if !pGL_ES && __VERSION__ > 140\n"
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"\n"
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"in SHADER\n"
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"{\n"
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@ -582,7 +582,7 @@ static const char* tfx_glsl =
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"layout(location = 5) in uvec2 i_uv;\n"
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"layout(location = 6) in vec4 i_f;\n"
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"\n"
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"#if !GL_ES && __VERSION__ > 140\n"
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"#if !pGL_ES && __VERSION__ > 140\n"
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"\n"
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"out SHADER\n"
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"{\n"
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@ -612,7 +612,7 @@ static const char* tfx_glsl =
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"\n"
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"#endif\n"
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"\n"
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"#if !GL_ES && __VERSION__ > 140\n"
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"#if !pGL_ES && __VERSION__ > 140\n"
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"out gl_PerVertex {\n"
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" invariant vec4 gl_Position;\n"
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" float gl_PointSize;\n"
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@ -819,7 +819,7 @@ static const char* tfx_glsl =
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"\n"
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"#ifdef FRAGMENT_SHADER\n"
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"\n"
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"#if !GL_ES && __VERSION__ > 140\n"
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"#if !pGL_ES && __VERSION__ > 140\n"
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"\n"
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"in SHADER\n"
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"{\n"
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@ -850,7 +850,7 @@ static const char* tfx_glsl =
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"#endif\n"
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"\n"
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"// Same buffer but 2 colors for dual source blending\n"
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"#if GL_ES\n"
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"#if pGL_ES\n"
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"layout(location = 0) out vec4 SV_Target0;\n"
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"#else\n"
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"layout(location = 0, index = 0) out vec4 SV_Target0;\n"
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@ -1562,7 +1562,7 @@ static const char* tfx_glsl =
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" return c;\n"
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"}\n"
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"\n"
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"#if GL_ES\n"
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"#if pGL_ES\n"
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"void ps_main()\n"
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"{\n"
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" vec4 c = ps_color();\n"
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@ -1571,7 +1571,7 @@ static const char* tfx_glsl =
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"}\n"
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"#endif\n"
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"\n"
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"#if !GL_ES\n"
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"#if !pGL_ES\n"
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"void ps_main()\n"
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"{\n"
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"#if PS_DATE == 3 && !defined(DISABLE_GL42_image)\n"
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@ -1626,7 +1626,7 @@ static const char* tfx_glsl =
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"#endif\n"
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"\n"
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"}\n"
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"#endif // !GL_ES\n"
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"#endif // !pGL_ES\n"
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"\n"
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"#endif\n"
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;
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@ -1725,7 +1725,7 @@ static const char* fxaa_fx =
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"#endif\n"
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"#endif\n"
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"\n"
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"#if !GL_ES && __VERSION__ > 140\n"
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"#if !pGL_ES && __VERSION__ > 140\n"
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"\n"
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"in SHADER\n"
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"{\n"
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@ -6,7 +6,7 @@ struct vertex_basic
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vec2 t;
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};
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#if !GL_ES && __VERSION__ > 140
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#if !pGL_ES && __VERSION__ > 140
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in SHADER
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{
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@ -6,7 +6,7 @@ struct vertex_basic
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vec2 t;
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};
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#if !GL_ES && __VERSION__ > 140
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#if !pGL_ES && __VERSION__ > 140
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in SHADER
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{
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@ -14,7 +14,7 @@ struct vertex_basic
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#ifdef FRAGMENT_SHADER
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#if !GL_ES && __VERSION__ > 140
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#if !pGL_ES && __VERSION__ > 140
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in SHADER
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{
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@ -56,7 +56,7 @@ layout(location = 4) in uint i_z;
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layout(location = 5) in uvec2 i_uv;
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layout(location = 6) in vec4 i_f;
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#if !GL_ES && __VERSION__ > 140
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#if !pGL_ES && __VERSION__ > 140
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out SHADER
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{
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@ -86,7 +86,7 @@ flat layout(location = 2) out vec4 SHADERfc;
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#endif
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#if !GL_ES && __VERSION__ > 140
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#if !pGL_ES && __VERSION__ > 140
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out gl_PerVertex {
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invariant vec4 gl_Position;
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float gl_PointSize;
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@ -293,7 +293,7 @@ void gs_main()
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#ifdef FRAGMENT_SHADER
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#if !GL_ES && __VERSION__ > 140
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#if !pGL_ES && __VERSION__ > 140
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in SHADER
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{
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@ -324,7 +324,7 @@ flat layout(location = 2) in vec4 SHADERfc;
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#endif
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// Same buffer but 2 colors for dual source blending
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#if GL_ES
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#if pGL_ES
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layout(location = 0) out vec4 SV_Target0;
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#else
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layout(location = 0, index = 0) out vec4 SV_Target0;
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@ -1036,7 +1036,7 @@ vec4 ps_color()
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return c;
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}
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#if GL_ES
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#if pGL_ES
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void ps_main()
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{
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vec4 c = ps_color();
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}
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#endif
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#if !GL_ES
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#if !pGL_ES
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void ps_main()
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{
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#if PS_DATE == 3 && !defined(DISABLE_GL42_image)
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@ -1100,6 +1100,6 @@ void ps_main()
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#endif
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}
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#endif // !GL_ES
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#endif // !pGL_ES
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#endif
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