ARB_fragment_program is not the correct ext: we need ARB_fragment_shader instead. I didn't notice as I don't have any hardware which does not support frag shaders.
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@@ -340,7 +340,7 @@ GLhandleARB CompileShader( GLenum ShaderType, RString sFile, vector<RString> asD
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GLhandleARB LoadShader( GLenum ShaderType, RString sFile, vector<RString> asDefines )
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{
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// Don't do anything here if not the hardware/driver can't do it!
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if (!GLEW_ARB_fragment_program && GLEW_ARB_shading_language_100 && ShaderType == GL_FRAGMENT_SHADER_ARB)
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if (!GLEW_ARB_fragment_shader && ShaderType == GL_FRAGMENT_SHADER_ARB)
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return 0;
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if (!GLEW_ARB_vertex_shader && ShaderType == GL_VERTEX_SHADER_ARB)
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return 0;
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@@ -1662,7 +1662,7 @@ void RageDisplay_Legacy::SetTextureFiltering( TextureUnit tu, bool b )
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void RageDisplay_Legacy::SetEffectMode( EffectMode effect )
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{
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if (!GLEW_ARB_fragment_program && !GLEW_ARB_shading_language_100)
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if (!GLEW_ARB_fragment_shader)
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return;
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GLhandleARB hShader = 0;
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@@ -2648,11 +2648,9 @@ void RageDisplay_Legacy::SetSphereEnvironmentMapping(TextureUnit tu, bool b)
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}
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}
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GLint iCelTexture1, iCelTexture2 = 0;
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void RageDisplay_Legacy::SetCelShaded( int stage )
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{
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if (!GLEW_ARB_fragment_program && !GL_ARB_shading_language_100)
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if (!GLEW_ARB_fragment_shader)
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return; // not supported
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switch (stage)
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