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https://github.com/FWGS/xash3d-fwgs
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gl2shim: add glsl100 support
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202b228691
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@ -6,9 +6,14 @@
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"#define in varying\n"
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"#define texture texture2D\n"
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"#endif\n"
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"#if VER >= 130\n"
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"#if VER >= 130 || VER == 100\n"
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"precision mediump float;\n"
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"#endif\n"
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"#if VER == 100\n"
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"#define PREC mediump\n"
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"#else\n"
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"#define PREC\n"
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"#endif\n"
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"#if ATTR_TEXCOORD0\n"
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"uniform sampler2D uTex0;\n"
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"#endif\n"
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@ -19,20 +24,20 @@
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"uniform float uAlphaTest;\n"
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"#endif\n"
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"#if FEAT_FOG\n"
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"uniform vec4 uFog;\n"
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"uniform PREC vec4 uFog;\n"
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"#endif\n"
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"uniform vec4 uColor;\n"
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"uniform PREC vec4 uColor;\n"
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"#if ATTR_COLOR\n"
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"in vec4 vColor;\n"
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"in PREC vec4 vColor;\n"
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"#endif\n"
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"#if ATTR_TEXCOORD0\n"
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"in vec2 vTexCoord0;\n"
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"in PREC vec2 vTexCoord0;\n"
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"#endif\n"
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"#if ATTR_TEXCOORD1\n"
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"in vec2 vTexCoord1;\n"
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"in PREC vec2 vTexCoord1;\n"
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"#endif\n"
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"#if ATTR_NORMAL\n"
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"in vec2 vNormal;\n"
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"in PREC vec2 vNormal;\n"
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"#endif\n"
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"#if VER >= 300\n"
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"out vec4 oFragColor;\n"
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@ -42,9 +47,9 @@
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"void main()\n"
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"{\n"
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"#if ATTR_COLOR\n"
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"vec4 c = vColor;\n"
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"PREC vec4 c = vColor;\n"
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"#else\n"
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"vec4 c = uColor;\n"
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"PREC vec4 c = uColor;\n"
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"#endif\n"
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"#if ATTR_TEXCOORD0\n"
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"c = c * texture(uTex0, vTexCoord0);\n"
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@ -583,7 +583,7 @@ int GL2_ShimInit( void )
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gl2wrap_config.version = 310;
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if( gEngfuncs.Sys_CheckParm("-minshaders") )
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gl2wrap_config.version = 110;
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gl2wrap_config.version = 100;
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if(gl2wrap_config.buf_storage)
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gl2wrap_config.incremental = true, gl2wrap_config.vao_mandatory = true;
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if(!pglBindVertexArray || !gl2wrap_config.vao_mandatory)
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@ -658,7 +658,11 @@ int GL2_ShimInit( void )
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{
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gl2wrap_config.version = 110;
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if(!GL2_InitProgs())
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gEngfuncs.Host_Error("Failed to compile shaders!\n");
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{
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gl2wrap_config.version = 100;
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if(!GL2_InitProgs())
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gEngfuncs.Host_Error("Failed to compile shaders!\n");
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}
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}
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}
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