[Glide64] More cleanup of global names
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@ -85,7 +85,7 @@ static int a_combiner_ext = 0;
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"varying highp vec4 gl_FrontColor; \n" \
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"varying highp vec4 gl_TexCoord[4]; \n"
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static const char* fragment_shader_header =
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static const char* g_fragment_shader_header =
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SHADER_HEADER
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"precision lowp float; \n"
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"uniform sampler2D texture0; \n"
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@ -109,56 +109,56 @@ SHADER_VARYING
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// using gl_FragCoord is terribly slow on ATI and varying variables don't work for some unknown
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// reason, so we use the unused components of the texture2 coordinates
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static const char* fragment_shader_dither =
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static const char* g_fragment_shader_dither =
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" float dithx = (gl_TexCoord[2].b + 1.0)*0.5*1000.0; \n"
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" float dithy = (gl_TexCoord[2].a + 1.0)*0.5*1000.0; \n"
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" if(texture2D(ditherTex, vec2((dithx-32.0*floor(dithx/32.0))/32.0, \n"
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" (dithy-32.0*floor(dithy/32.0))/32.0)).a > 0.5) discard; \n"
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;
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static const char* fragment_shader_default =
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static const char* g_fragment_shader_default =
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" gl_FragColor = texture2D(texture0, vec2(gl_TexCoord[0])); \n"
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;
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static const char* fragment_shader_readtex0color =
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static const char* g_fragment_shader_readtex0color =
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" vec4 readtex0 = texture2D(texture0, vec2(gl_TexCoord[0])); \n"
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;
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static const char* fragment_shader_readtex0bw =
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static const char* g_fragment_shader_readtex0bw =
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" vec4 readtex0 = texture2D(texture0, vec2(gl_TexCoord[0])); \n"
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" readtex0 = vec4(vec3(readtex0.b), \n"
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" readtex0.r + readtex0.g * 8.0 / 256.0); \n"
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;
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static const char* fragment_shader_readtex0bw_2 =
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static const char* g_fragment_shader_readtex0bw_2 =
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" vec4 readtex0 = vec4(dot(texture2D(texture0, vec2(gl_TexCoord[0])), vec4(1.0/3, 1.0/3, 1.0/3, 0))); \n"
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;
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static const char* fragment_shader_readtex1color =
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static const char* g_fragment_shader_readtex1color =
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" vec4 readtex1 = texture2D(texture1, vec2(gl_TexCoord[1])); \n"
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;
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static const char* fragment_shader_readtex1bw =
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static const char* g_fragment_shader_readtex1bw =
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" vec4 readtex1 = texture2D(texture1, vec2(gl_TexCoord[1])); \n"
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" readtex1 = vec4(vec3(readtex1.b), \n"
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" readtex1.r + readtex1.g * 8.0 / 256.0); \n"
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;
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static const char* fragment_shader_readtex1bw_2 =
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static const char* g_fragment_shader_readtex1bw_2 =
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" vec4 readtex1 = vec4(dot(texture2D(texture1, vec2(gl_TexCoord[1])), vec4(1.0/3, 1.0/3, 1.0/3, 0))); \n"
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;
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static const char* fragment_shader_fog =
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static const char* g_fragment_shader_fog =
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" float fog; \n"
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" fog = gl_TexCoord[0].b; \n"
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" gl_FragColor.rgb = mix(fogColor, gl_FragColor.rgb, fog); \n"
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;
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static const char* fragment_shader_end =
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static const char* g_fragment_shader_end =
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"if(gl_FragColor.a <= alphaRef) {discard;} \n"
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" \n"
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"} \n"
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;
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static const char* vertex_shader =
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static const char* g_vertex_shader =
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SHADER_HEADER
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"#define Z_MAX 65536.0 \n"
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"attribute highp vec4 aPosition; \n"
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@ -328,12 +328,12 @@ void init_combiner()
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int log_length;
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// default shader
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std::string fragment_shader = fragment_shader_header;
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fragment_shader += fragment_shader_default;
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fragment_shader += fragment_shader_end;
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std::string fragment_shader = g_fragment_shader_header;
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fragment_shader += g_fragment_shader_default;
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fragment_shader += g_fragment_shader_end;
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GLuint fragment_shader_object = CompileShader(GL_FRAGMENT_SHADER, fragment_shader);
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GLuint vertex_shader_object = CompileShader(GL_VERTEX_SHADER, vertex_shader);
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GLuint vertex_shader_object = CompileShader(GL_VERTEX_SHADER, g_vertex_shader);
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// default program
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g_program_object_default = glCreateProgram();
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@ -545,23 +545,23 @@ void compile_shader()
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compile_chroma_shader();
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}
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std::string fragment_shader = fragment_shader_header;
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std::string fragment_shader = g_fragment_shader_header;
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if (dither_enabled)
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{
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fragment_shader += fragment_shader_dither;
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fragment_shader += g_fragment_shader_dither;
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}
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switch (blackandwhite0)
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{
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case 1: fragment_shader += fragment_shader_readtex0bw; break;
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case 2: fragment_shader += fragment_shader_readtex0bw_2; break;
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default: fragment_shader += fragment_shader_readtex0color;
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case 1: fragment_shader += g_fragment_shader_readtex0bw; break;
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case 2: fragment_shader += g_fragment_shader_readtex0bw_2; break;
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default: fragment_shader += g_fragment_shader_readtex0color;
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}
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switch (blackandwhite1)
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{
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case 1: fragment_shader += fragment_shader_readtex1bw; break;
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case 2: fragment_shader += fragment_shader_readtex1bw_2; break;
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default: fragment_shader += fragment_shader_readtex1color;
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case 1: fragment_shader += g_fragment_shader_readtex1bw; break;
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case 2: fragment_shader += g_fragment_shader_readtex1bw_2; break;
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default: fragment_shader += g_fragment_shader_readtex1color;
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}
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fragment_shader += fragment_shader_texture0;
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fragment_shader += fragment_shader_texture1;
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@ -569,9 +569,9 @@ void compile_shader()
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fragment_shader += fragment_shader_alpha_combiner;
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if (g_fog_enabled)
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{
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fragment_shader += fragment_shader_fog;
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fragment_shader += g_fragment_shader_fog;
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}
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fragment_shader += fragment_shader_end;
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fragment_shader += g_fragment_shader_end;
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if (g_chroma_enabled)
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{
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fragment_shader += fragment_shader_chroma;
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@ -579,7 +579,7 @@ void compile_shader()
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GLuint fragment_shader_object = CompileShader(GL_FRAGMENT_SHADER, fragment_shader);
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GLuint vertex_shader_object = CompileShader(GL_VERTEX_SHADER, vertex_shader);
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GLuint program_object = glCreateProgram();
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shader_program.program_object = program_object;
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@ -850,7 +850,7 @@ FxBool invert)
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strcat(fragment_shader_color_combiner, "gl_FragColor = color_factor * (-color_local) + vec4(color_local.a); \n");
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break;
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default:
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strcpy(fragment_shader_color_combiner, fragment_shader_default);
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strcpy(fragment_shader_color_combiner, g_fragment_shader_default);
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WriteTrace(TraceGlitch, TraceWarning, "grColorCombine : unknown function : %x", function);
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}
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//compile_shader();
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@ -26,6 +26,7 @@ static int fog_ext_en;
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int w_buffer_mode;
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int inverted_culling;
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int culling_mode;
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extern int fog_enabled;
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inline float ZCALC(const float & z, const float & q) {
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float res = z_en ? ((z) / Z_MAX) / (q) : 1.0f;
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