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ref: gl: vgl_shim: remove normal support, it's not necessary
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@ -39,7 +39,8 @@ GNU General Public License for more details.
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#include "vgl_shim.h"
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#define MAX_SHADERLEN 4096
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#define MAX_PROGS 64 // hopefully this is enough
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// increase this when adding more attributes
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#define MAX_PROGS 32
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extern ref_api_t gEngfuncs;
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@ -49,15 +50,14 @@ enum vgl_attrib_e
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VGL_ATTR_COLOR = 1, // 2
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VGL_ATTR_TEXCOORD0 = 2, // 4
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VGL_ATTR_TEXCOORD1 = 3, // 8
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VGL_ATTR_NORMAL = 4, // 16
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VGL_ATTR_MAX
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};
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// continuation of previous enum
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enum vgl_flag_e
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{
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VGL_FLAG_ALPHA_TEST = VGL_ATTR_MAX, // 32
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VGL_FLAG_FOG, // 64
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VGL_FLAG_ALPHA_TEST = VGL_ATTR_MAX, // 16
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VGL_FLAG_FOG, // 32
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VGL_FLAG_MAX
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};
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@ -98,7 +98,7 @@ static struct
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GLboolean uchanged;
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} vgl;
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static const int vgl_attr_size[VGL_ATTR_MAX] = { 3, 4, 2, 2, 3 };
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static const int vgl_attr_size[VGL_ATTR_MAX] = { 3, 4, 2, 2 };
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static const char *vgl_flag_name[VGL_FLAG_MAX] =
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{
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@ -106,7 +106,6 @@ static const char *vgl_flag_name[VGL_FLAG_MAX] =
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"ATTR_COLOR",
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"ATTR_TEXCOORD0",
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"ATTR_TEXCOORD1",
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"ATTR_NORMAL",
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"FEAT_ALPHA_TEST",
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"FEAT_FOG",
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};
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@ -117,7 +116,6 @@ static const char *vgl_attr_name[VGL_ATTR_MAX] =
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"inColor",
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"inTexCoord0",
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"inTexCoord1",
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"inNormal",
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};
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// HACK: borrow alpha test and fog flags from internal vitaGL state
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@ -291,11 +289,11 @@ int VGL_ShimInit( void )
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0x0001, // out = ucolor
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0x0005, // out = tex0 * ucolor
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0x0007, // out = tex0 * vcolor
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0x0025, // out = tex0 * ucolor + FEAT_ALPHA_TEST
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0x0041, // out = ucolor + FEAT_FOG
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0x0045, // out = tex0 * ucolor + FEAT_FOG
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0x0047, // out = tex0 * vcolor + FEAT_FOG
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0x0065, // out = tex0 * ucolor + FEAT_ALPHA_TEST + FEAT_FOG
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0x0015, // out = tex0 * ucolor + FEAT_ALPHA_TEST
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0x0021, // out = ucolor + FEAT_FOG
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0x0025, // out = tex0 * ucolor + FEAT_FOG
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0x0027, // out = tex0 * vcolor + FEAT_FOG
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0x0035, // out = tex0 * ucolor + FEAT_ALPHA_TEST + FEAT_FOG
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};
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if ( vgl_init )
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@ -497,7 +495,7 @@ void VGL_MultiTexCoord2f( GLenum tex, GLfloat u, GLfloat v )
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void VGL_Normal3fv( const GLfloat *v )
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{
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/* not sure if we actually need these */
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/* this does not seem to be necessary */
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}
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void VGL_ShadeModel( GLenum unused )
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