Use an openGL 3.3 compatibility context when available.
This commit is contained in:
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3d61056b81
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0243546e4d
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#version 130
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#version 330
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uniform sampler2D tex;
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in vec2 uv;
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#version 130
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#version 330
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uniform mat4 ModelViewMatrix;
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uniform mat4 ProjectionMatrix;
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uniform vec3 Position;
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#version 130
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#version 330
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uniform sampler2D tex;
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uniform float low;
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#version 130
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#version 330
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uniform sampler2D tex;
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in vec2 uv;
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#version 130
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#version 330 compatibility
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uniform float power;
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uniform sampler2D tex;
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#version 130
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#version 330
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uniform sampler2D tex;
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uniform float transparency;
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in vec2 uv;
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// Creates a bubble (wave) effect by distorting the texture depending on time
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#version 130
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#version 330
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uniform mat4 ModelViewProjectionMatrix;
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uniform float time;
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#version 130
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#version 330 compatibility
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uniform sampler2D tex;
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uniform sampler2D caustictex;
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uniform vec2 dir;
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#version 130
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#version 330 compatibility
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uniform sampler2D tex;
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uniform sampler2D oldtex;
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uniform vec2 pixel;
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#version 130
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#version 330
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uniform sampler2D tex;
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uniform vec3 inlevel;
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uniform vec2 outlevel;
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#version 130
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#version 330
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uniform ivec4 color;
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out vec4 FragColor;
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#version 130
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#version 330
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uniform vec2 center;
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uniform vec2 size;
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#version 130
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#version 330
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uniform vec3 col;
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out vec4 FragColor;
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#version 130
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#version 330
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uniform sampler2D tex;
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in vec2 uv;
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#version 130
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#version 330
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uniform vec2 center;
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uniform vec2 size;
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uniform vec2 texcenter;
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#version 130
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#version 330
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uniform sampler2D Albedo;
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uniform sampler2D Detail;
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uniform sampler2D DiffuseMap;
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#version 130
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#version 330
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uniform sampler2D tex;
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uniform vec2 dir;
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uniform vec2 dir2;
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#version 130
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#version 330
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uniform mat4 ModelViewProjectionMatrix;
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uniform mat4 ModelViewMatrix;
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#version 130
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#version 330 compatibility
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uniform mat4 ModelViewProjectionMatrix;
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void main() {
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#version 130
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#version 330
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uniform mat4 ProjectionMatrix;
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uniform mat4 ViewMatrix;
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#version 130
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#version 330
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uniform sampler2D tex;
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uniform float fogmax;
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#version 130
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#version 330
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uniform sampler2D tex;
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uniform vec2 pixel;
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#version 130
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#version 330
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uniform sampler2D tex;
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uniform vec2 pixel;
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#version 130
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#version 330
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uniform sampler2D tex;
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uniform vec2 pixel;
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#version 130
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#version 330
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uniform sampler2D tex;
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uniform vec2 pixel;
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#version 130
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#version 330
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uniform sampler2D tex;
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in vec2 uv;
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#version 130
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#version 330 compatibility
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uniform sampler2D tex;
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uniform vec3 col;
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out vec4 FragColor;
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#version 130
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#version 330 compatibility
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uniform sampler2D tex;
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uniform vec2 sunpos;
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#version 130
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#version 330
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uniform vec3 windDir;
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uniform mat4 ModelViewProjectionMatrix;
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uniform mat4 TransposeInverseModelView;
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#version 130
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#version 330
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uniform vec3 windDir;
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uniform mat4 ModelViewProjectionMatrix;
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#version 130
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#version 330 compatibility
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uniform sampler2D tex;
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uniform vec2 texsize;
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#version 130
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#version 330 compatibility
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#define MAX_SEARCH_STEPS 8.0
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#define MAX_DISTANCE 33.0
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#version 130
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#version 330 compatibility
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in vec4 offset[2];
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in vec2 uv;
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#version 130
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#version 330 compatibility
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in vec4 offset[2];
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in vec2 uv;
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out vec4 FragColor;
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#version 130
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#version 330 compatibility
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uniform vec2 PIXEL_SIZE;
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uniform mat4 ModelViewProjectionMatrix;
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// The actual boost amount (which linearly scales the blur to be shown).
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// should be in the range [0.0, 1.0], though a larger value might make
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// the blurring too string. Atm we are using [0, 0.5].
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#version 130
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#version 330 compatibility
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uniform float boost_amount;
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// The color buffer to use.
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// motion_blur.vert
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#version 130
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#version 330 compatibility
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void main()
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{
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#version 130
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#version 330 compatibility
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uniform sampler2D tex1;
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uniform sampler2D tex2;
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#version 130
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#version 330
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uniform sampler2D normalMap;
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noperspective in vec3 tangent;
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#version 130
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#version 330
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uniform mat4 ModelViewProjectionMatrix;
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uniform mat4 TransposeInverseModelView;
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#version 130
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#version 330
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noperspective in vec3 nor;
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out vec2 EncodedNormal;
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#version 130
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#version 330
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uniform mat4 ModelViewProjectionMatrix;
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uniform mat4 TransposeInverseModelView;
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#version 130
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#version 330
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uniform sampler2D Albedo;
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uniform sampler2D DiffuseMap;
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uniform sampler2D SpecularMap;
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#version 130
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#version 330
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uniform mat4 ModelViewProjectionMatrix;
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in vec3 Position;
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#version 130
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#version 330
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uniform sampler2D tex;
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in vec2 uv;
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out vec4 FragColor;
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#version 130
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#version 330
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uniform sampler2D tex;
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uniform sampler2D lighttex;
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uniform int hastex;
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#version 130
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#version 330
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uniform mat4 ModelViewProjectionMatrix;
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uniform mat4 TransposeInverseModelView;
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uniform mat4 TextureMatrix0;
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#version 130
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#version 330
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uniform sampler2D tex;
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uniform int hastex;
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uniform float objectid;
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#version 130
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#version 330
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uniform sampler2D Albedo;
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uniform sampler2D DiffuseMap;
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uniform sampler2D SpecularMap;
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#version 130
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#version 330
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uniform mat4 ModelViewProjectionMatrix;
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uniform mat4 TransposeInverseModelView;
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#version 130
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#version 330
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uniform sampler2D tex;
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noperspective in vec3 nor;
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#version 130
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#version 330
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uniform sampler2D tex;
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noperspective in vec3 nor;
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#version 130
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#version 330
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uniform mat4 ModelViewProjectionMatrix;
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uniform mat4 TransposeInverseModelView;
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#version 130
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#version 330
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uniform sampler2D Albedo;
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uniform sampler2D DiffuseMap;
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uniform sampler2D SpecularMap;
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#version 130
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#version 330
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uniform sampler2D tex;
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uniform sampler2D dtex;
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uniform mat4 invproj;
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#version 130
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#version 330
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uniform mat4 ProjectionMatrix;
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uniform mat4 ViewMatrix;
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#version 140
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#version 330
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uniform int dt;
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uniform mat4 sourcematrix;
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uniform int level;
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#version 130
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#version 330 compatibility
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uniform sampler2D tex;
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out vec4 FragColor;
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// Passthrough shader for drawQuad()
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#version 130
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#version 330 compatibility
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out vec2 uv;
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#version 130
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#version 330 compatibility
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uniform sampler2D tex;
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uniform vec2 pixel;
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#version 130
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#version 330 compatibility
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uniform sampler2D tex;
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uniform vec2 pixel;
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#version 130
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#version 330
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uniform int dt;
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uniform mat4 sourcematrix;
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uniform int level;
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#version 130
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#version 330
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uniform sampler2D ntex;
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uniform sampler2D dtex;
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#version 130
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#version 330
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uniform sampler2D tex;
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uniform sampler2D dtex;
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#version 130
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#version 330
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uniform sampler2D tex;
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uniform sampler2D normals_and_depth;
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uniform mat4 invproj;
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#version 130
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#version 330
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uniform float screenw;
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void main()
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#version 130
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#version 330
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uniform float time;
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uniform vec3 campos;
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uniform mat4 viewm;
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#version 130
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#version 330
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in vec2 Position;
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in vec2 Texcoord;
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#version 330 core
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#version 330
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uniform mat4 ModelViewProjectionMatrix[4];
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layout(triangles) in;
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#version 330 core
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#version 330
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in vec3 Position;
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in vec2 Texcoord;
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#version 130
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#version 330 compatibility
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uniform sampler2D halft; // half is a reserved word
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uniform sampler2D quarter;
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uniform sampler2D eighth;
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#version 130
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#version 330 compatibility
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uniform sampler2D ntex;
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uniform sampler2D ctex;
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uniform vec3 campos;
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#version 130
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#version 330 compatibility
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uniform sampler2D dtex;
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uniform mat4 ipvmat;
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uniform mat4 shadowmat;
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#version 130
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#version 330 compatibility
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uniform sampler2D tex;
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uniform int hastex;
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uniform int viz;
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#version 130
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#version 330 compatibility
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uniform sampler2D warpx;
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uniform sampler2D warpy;
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#version 130
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#version 330 compatibility
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uniform sampler2D tex;
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uniform int size;
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uniform vec2 pixel;
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#version 130
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#version 330 compatibility
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uniform sampler2D tex;
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uniform int size;
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uniform vec2 pixel;
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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// skinning.vert
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#version 130
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#version 330 compatibility
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#define MAX_JOINT_NUM 36
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#define MAX_LIGHT_NUM 8
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// You should have received a copy of the GNU General Public License
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||||
// along with this program; if not, write to the Free Software
|
||||
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#version 130
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#version 330 compatibility
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uniform sampler2D tex;
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uniform sampler2D glow_tex;
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uniform float transparency;
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// Creates a bubble (wave) effect by distorting the texture depending on time
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#version 130
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#version 330 compatibility
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uniform mat4 ModelViewProjectionMatrix;
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uniform float time;
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#version 130
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#version 330
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uniform sampler2D tex_layout;
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uniform sampler2D tex_detail0;
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uniform sampler2D tex_detail1;
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// along with this program; if not, write to the Free Software
|
||||
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#version 130
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#version 330
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uniform mat4 ModelViewProjectionMatrix;
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uniform mat4 TransposeInverseModelView;
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#version 130
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#version 330
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uniform sampler2D ntex;
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uniform sampler2D dtex;
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uniform sampler2D noise_texture;
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#version 130
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#version 330
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uniform sampler2D ntex;
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uniform sampler2D dtex;
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//uniform sampler2D cloudtex;
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#version 130
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#version 330
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uniform sampler2D ntex;
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uniform sampler2D dtex;
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uniform sampler2DArrayShadow shadowtex;
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|
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#version 130
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#version 330
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uniform sampler2D tex;
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in vec2 uv;
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#version 130
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#version 330
|
||||
uniform vec2 center;
|
||||
uniform vec2 size;
|
||||
uniform vec2 texcenter;
|
||||
|
@ -1,4 +1,4 @@
|
||||
#version 130
|
||||
#version 330
|
||||
uniform sampler2D tex;
|
||||
|
||||
in vec2 uv;
|
||||
|
@ -1,4 +1,4 @@
|
||||
#version 130
|
||||
#version 330
|
||||
uniform mat4 ModelViewProjectionMatrix;
|
||||
|
||||
in vec3 Position;
|
||||
|
@ -1,4 +1,4 @@
|
||||
#version 130
|
||||
#version 330
|
||||
uniform sampler2D tex;
|
||||
|
||||
uniform float fogmax;
|
||||
|
@ -1,4 +1,4 @@
|
||||
#version 130
|
||||
#version 330
|
||||
uniform sampler2D DiffuseMap;
|
||||
uniform sampler2D SpecularMap;
|
||||
uniform sampler2D SSAO;
|
||||
|
@ -1,4 +1,4 @@
|
||||
#version 130
|
||||
#version 330
|
||||
uniform mat4 ModelViewProjectionMatrix;
|
||||
|
||||
in vec3 Position;
|
||||
|
@ -1,6 +1,6 @@
|
||||
// Shader based on work by Fabien Sanglard
|
||||
// Released under the terms of CC-BY 3.0
|
||||
#version 130
|
||||
#version 330 compatibility
|
||||
uniform sampler2D BumpTex1; // Normal map 1
|
||||
uniform sampler2D BumpTex2; // Normal map 2
|
||||
uniform sampler2D DecalTex; //The texture
|
||||
|
@ -1,6 +1,6 @@
|
||||
// Shader based on work by Fabien Sanglard
|
||||
// Released under the terms of CC-BY 3.0
|
||||
#version 130
|
||||
#version 330 compatibility
|
||||
uniform float speed;
|
||||
uniform float height;
|
||||
uniform float waveLength;
|
||||
|
@ -744,9 +744,8 @@ bool CIrrDeviceLinux::createWindow()
|
||||
int context_attribs[] =
|
||||
{
|
||||
GLX_CONTEXT_MAJOR_VERSION_ARB, 3,
|
||||
GLX_CONTEXT_MINOR_VERSION_ARB, 0,
|
||||
// Uncomment to discard deprecated features
|
||||
//GLX_CONTEXT_FLAGS_ARB , GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB,
|
||||
GLX_CONTEXT_MINOR_VERSION_ARB, 3,
|
||||
GLX_CONTEXT_PROFILE_MASK_ARB, GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB, //GLX_CONTEXT_CORE_PROFILE_BIT_ARB
|
||||
GLX_CONTEXT_FLAGS_ARB, GLX_CONTEXT_DEBUG_BIT_ARB,
|
||||
None
|
||||
};
|
||||
|
@ -412,9 +412,9 @@ bool COpenGLDriver::initDriver(CIrrDeviceWin32* device)
|
||||
int iAttribs[] =
|
||||
{
|
||||
WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
|
||||
WGL_CONTEXT_MINOR_VERSION_ARB, 1,
|
||||
//WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB,
|
||||
WGL_CONTEXT_MINOR_VERSION_ARB, 3,
|
||||
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_DEBUG_BIT_ARB,
|
||||
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB, //WGL_CONTEXT_CORE_PROFILE_BIT_ARB
|
||||
0
|
||||
};
|
||||
hrc=wglCreateContextAttribs_ARB(HDc, 0, iAttribs);
|
||||
|
Loading…
Reference in New Issue
Block a user