Revert "Forgot to fix a particle shader for hd3000"
This reverts commit 48fcea8ee8
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48fcea8ee8
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@ -1,4 +1,3 @@
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#if __VERSION__ >= 330
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layout(location=0) in vec3 Position;
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layout(location=0) in vec3 Position;
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layout(location = 1) in float lifetime;
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layout(location = 1) in float lifetime;
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layout(location = 2) in float size;
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layout(location = 2) in float size;
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@ -8,17 +7,6 @@ layout(location = 4) in vec2 quadcorner;
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layout(location = 5) in vec3 rotationvec;
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layout(location = 5) in vec3 rotationvec;
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layout(location = 6) in float anglespeed;
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layout(location = 6) in float anglespeed;
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#else
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in vec3 Position;
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in float lifetime;
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in float size;
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in vec2 Texcoord;
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in vec2 quadcorner;
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in vec3 rotationvec;
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float anglespeed;
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#endif
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out float lf;
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out float lf;
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out vec2 tc;
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out vec2 tc;
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@ -217,8 +217,6 @@ void setAttribute(AttributeType Tp, GLuint ProgramID)
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glBindAttribLocation(ProgramID, 1, "lifetime");
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glBindAttribLocation(ProgramID, 1, "lifetime");
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glBindAttribLocation(ProgramID, 2, "size");
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glBindAttribLocation(ProgramID, 2, "size");
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glBindAttribLocation(ProgramID, 4, "quadcorner");
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glBindAttribLocation(ProgramID, 4, "quadcorner");
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glBindAttribLocation(ProgramID, 5, "rotationvec");
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glBindAttribLocation(ProgramID, 6, "anglespeed");
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break;
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break;
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}
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}
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}
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}
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@ -504,7 +504,7 @@ void IrrDriver::initDevice()
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hasComputeShaders = false;
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hasComputeShaders = false;
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hasTextureStorage = false;
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hasTextureStorage = false;
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// Default false value for hasVSLayer if --no-graphics argument is used
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// Default false value for hasVSLayer if --no-graphics argument is used
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/*#if !defined(__APPLE__)
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#if !defined(__APPLE__)
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if (!ProfileWorld::isNoGraphics())
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if (!ProfileWorld::isNoGraphics())
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{
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{
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if (hasGLExtension("GL_AMD_vertex_shader_layer")) {
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if (hasGLExtension("GL_AMD_vertex_shader_layer")) {
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@ -532,7 +532,7 @@ void IrrDriver::initDevice()
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Log::info("GLDriver", "ARB Texture Storage enabled");
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Log::info("GLDriver", "ARB Texture Storage enabled");
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}
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}
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}
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}
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#endif*/
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#endif
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// This remaps the window, so it has to be done before the clear to avoid flicker
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// This remaps the window, so it has to be done before the clear to avoid flicker
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@ -283,7 +283,6 @@ public:
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unsigned getGLSLVersion() const
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unsigned getGLSLVersion() const
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{
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{
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return 140;
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if (GLMajorVersion > 3 || (GLMajorVersion == 3 && GLMinorVersion == 3))
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if (GLMajorVersion > 3 || (GLMajorVersion == 3 && GLMinorVersion == 3))
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return GLMajorVersion * 100 + GLMinorVersion * 10;
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return GLMajorVersion * 100 + GLMinorVersion * 10;
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else if (GLMajorVersion == 3)
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else if (GLMajorVersion == 3)
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