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implemented im2d for d3d, fun little software T&L renderer
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@@ -1,13 +1,15 @@
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#version 330
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layout(std140) uniform Im2DState
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{
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int u_alphaTest;
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float u_alphaRef;
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mat4 u_xform;
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};
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//layout(std140) uniform Im2DState
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//{
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// int u_alphaTest;
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// float u_alphaRef;
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// mat4 u_xform;
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//};
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layout(location = 0) in vec3 in_pos;
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uniform vec4 u_xform;
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layout(location = 0) in vec4 in_pos;
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layout(location = 2) in vec4 in_color;
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layout(location = 3) in vec2 in_tex0;
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@@ -17,7 +19,9 @@ out vec2 v_tex0;
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void
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main(void)
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{
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gl_Position = vec4(in_pos, 1.0);
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gl_Position = in_pos;
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gl_Position.xy = gl_Position.xy * u_xform.xy + u_xform.zw;
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gl_Position.xyz *= gl_Position.w;
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v_color = in_color;
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v_tex0 = in_tex0;
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}
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@@ -1,14 +1,16 @@
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const char *im2d_vert_src =
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"#version 330\n"
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"layout(std140) uniform Im2DState\n"
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"{\n"
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" int u_alphaTest;\n"
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" float u_alphaRef;\n"
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" mat4 u_xform;\n"
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"};\n"
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"//layout(std140) uniform Im2DState\n"
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"//{\n"
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"// int u_alphaTest;\n"
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"// float u_alphaRef;\n"
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"// mat4 u_xform;\n"
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"//};\n"
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"layout(location = 0) in vec3 in_pos;\n"
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"uniform vec4 u_xform;\n"
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"layout(location = 0) in vec4 in_pos;\n"
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"layout(location = 2) in vec4 in_color;\n"
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"layout(location = 3) in vec2 in_tex0;\n"
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@@ -18,7 +20,9 @@ const char *im2d_vert_src =
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"void\n"
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"main(void)\n"
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"{\n"
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" gl_Position = vec4(in_pos, 1.0);\n"
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" gl_Position = in_pos;\n"
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" gl_Position.xy = gl_Position.xy * u_xform.xy + u_xform.zw;\n"
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" gl_Position.xyz *= gl_Position.w;\n"
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" v_color = in_color;\n"
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" v_tex0 = in_tex0;\n"
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"}\n"
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