OGL32CTX: Replace ftransform by gl_ModelViewProjectionMatrix * gl_Vertex.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14979 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -23,7 +23,7 @@ out vec2 uv;
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void main()
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{
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gl_Position = ftransform();
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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float delta_x = cos(time*3.0) * sin( 4.0 * gl_TexCoord[0].st.s * 6.28318531 );
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float delta_y = cos(time*2.0) * sin( 3.0 * gl_TexCoord[0].st.t * 6.28318531 );
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@ -5,7 +5,7 @@ out vec2 edger_uv;
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out float camdist;
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void main() {
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gl_Position = ftransform();
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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uv = gl_MultiTexCoord0.xy;
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edger_uv = gl_MultiTexCoord1.xy;
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@ -34,7 +34,7 @@ void main()
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eyeVec = normalize(-viewp).xyz;
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normal = gl_NormalMatrix * gl_Normal;
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gl_Position = ftransform();
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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uv = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
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}
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@ -30,7 +30,7 @@ void main()
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eyeVec = normalize(-viewp).xyz;
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normal = gl_NormalMatrix * gl_Normal;
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gl_Position = ftransform();
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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uv = gl_MultiTexCoord0.st;
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}
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@ -3,7 +3,7 @@ varying vec4 offset[2];
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uniform vec2 PIXEL_SIZE;
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void main() {
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gl_Position = ftransform();
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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vec4 invy = gl_MultiTexCoord0;
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// invy.y = 1.0 - invy.y;
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gl_TexCoord[0] = invy;
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@ -9,6 +9,6 @@ void main()
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normal = gl_NormalMatrix * gl_Normal;
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tangent = gl_NormalMatrix * gl_MultiTexCoord1.xyz;
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bitangent = gl_NormalMatrix * gl_MultiTexCoord2.xyz;
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gl_Position = ftransform();
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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}
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@ -7,6 +7,6 @@ void main() {
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nor = gl_NormalMatrix * gl_Normal;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
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gl_Position = ftransform();
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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gl_FrontColor = gl_Color;
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}
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@ -10,6 +10,6 @@ void main() {
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viewpos = -normalize((gl_ModelViewMatrix * gl_Vertex).xyz);
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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gl_Position = ftransform();
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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gl_FrontColor = gl_Color;
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}
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@ -10,7 +10,7 @@ float decdepth(vec4 rgba) {
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void main()
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{
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vec4 pos = ftransform();
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vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
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uv = gl_MultiTexCoord0.xy;
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vec2 tc = pos.xy * vec2(0.5) + vec2(0.5);
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@ -31,7 +31,7 @@ out vec3 vertex;
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void main()
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{
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uv = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
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gl_Position = ftransform();
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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float delta_x = cos(time*3.0) * sin( 4.0 * gl_TexCoord[0].st.s * 6.28318531 );
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@ -2,7 +2,7 @@
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void main()
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{
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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gl_Position = ftransform();
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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gl_FrontColor = gl_Color;
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}
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@ -25,7 +25,7 @@ noperspective out vec3 lightVec;
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void main()
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{
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gl_Position = ftransform();
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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vertex_color = gl_Color;
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//vec3 normal3 = normalize(gl_Normal);
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@ -27,7 +27,7 @@ void main()
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{
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uv = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
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uv_bis = (gl_TextureMatrix[1] * gl_MultiTexCoord1).st;
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gl_Position = ftransform();
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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color = gl_Color;
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nor = gl_NormalMatrix * gl_Normal;
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}
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