[Glide64] More cleanup of global names

This commit is contained in:
zilmar 2017-01-03 09:01:39 +11:00
parent f8a7886c8d
commit 9e61c684d6
2 changed files with 29 additions and 28 deletions

View File

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

View File

@ -26,6 +26,7 @@ static int fog_ext_en;
int w_buffer_mode;
int inverted_culling;
int culling_mode;
extern int fog_enabled;
inline float ZCALC(const float & z, const float & q) {
float res = z_en ? ((z) / Z_MAX) / (q) : 1.0f;