Update Cel shading. Note, RageDisplay_D3D will need to be fixed for this.
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+26
-24
@@ -1,24 +1,26 @@
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varying vec2 texCoords;
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varying vec3 normal, viewVector;
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varying vec4 lightVector, lightColor;
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uniform sampler2D Texture1;
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void main(void)
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{
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float intensity = dot(normal, lightVector.xyz);
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float fresnel = pow(1.0 - dot(viewVector, normal), 5.0);
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fresnel = fresnel < 0.5 ? 0.0 : 0.4;
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float shade = 1.0;
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if( intensity > 0.35 )
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shade = clamp(1.0 * intensity + 0.4, 0.0, 1.0);
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else
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shade = clamp(0.85 * intensity + 0.25, 0.4, 0.6);
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shade = clamp(shade - fresnel, 0.3, 1.0);
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vec4 vcol = gl_FrontMaterial.diffuse;
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vec4 tex = texture2D(Texture1, texCoords);
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gl_FragColor = lightColor * vec4(tex.rgb * shade, 1.0);
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}
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uniform sampler2D Texture0;
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varying vec2 vCoord;
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varying vec3 vNor;
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const vec4 shadowColor = vec4(0.6, 0.75, 0.9, 1.0);
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void main() {
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vec3 nor, light;
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nor = normalize(vNor);
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vec4 diffuse, specular, color, lightSource;
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float ambient = length(gl_FrontMaterial.ambient.rgb);
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lightSource = gl_LightSource[0].position;
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light = normalize(gl_ModelViewMatrix * lightSource).xyz;
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color = texture2D(Texture0, vCoord.st);
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float intensity = max(dot(light,nor), 0.0);
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if (intensity < 0.5) {
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intensity *= 0.5;
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color *= shadowColor;
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}
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intensity = min(clamp(intensity, ambient, 1.0) + 0.25, 1.0);
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gl_FragColor = color * intensity;
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}
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@@ -1,16 +1,9 @@
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varying vec3 normal, viewVector;
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varying vec4 lightVector, lightColor;
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varying vec2 texCoords;
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void main(void)
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{
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texCoords = gl_MultiTexCoord0.st;
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vec4 objectPos = gl_ModelViewMatrix * gl_Vertex;
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normal = gl_NormalMatrix * gl_Normal;
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lightVector = normalize(gl_LightSource[0].position);
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lightColor = gl_LightSource[0].diffuse;
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viewVector = normalize(vec3(0) - objectPos.xyz);
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gl_Position = ftransform();
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}
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varying vec2 vCoord;
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varying vec3 vNor;
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void main() {
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vCoord = gl_MultiTexCoord0.st;
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vNor = gl_Normal.xyz;
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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}
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+10
-9
@@ -289,18 +289,19 @@ bool Model::EarlyAbortDraw() const
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void Model::DrawCelShaded()
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{
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// TODO: use shell shader for outline.
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this->SetZWrite( true );
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// First pass: outline/shell
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// DISPLAY->SetCelShaded(1);
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// First pass: shell. We only want the backfaces for this.
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DISPLAY->SetCelShaded(1);
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DISPLAY->SetCullMode(CULL_FRONT);
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this->SetZWrite(false); // XXX: Why on earth isn't the culling working? -Colby
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this->Draw();
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// Second pass: normal shading
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// DISPLAY->SetCelShaded(2);
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// this->Draw();
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// Second pass: cel shading
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DISPLAY->SetCelShaded(2);
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DISPLAY->SetCullMode(CULL_BACK);
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this->SetZWrite(true);
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this->Draw();
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// DISPLAY->SetCelShaded(0)
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DISPLAY->SetCelShaded(0);
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}
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void Model::DrawPrimitives()
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+1
-1
@@ -810,7 +810,7 @@ void RageDisplay::DrawQuads( const RageSpriteVertex v[], int iNumVerts )
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{
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ASSERT( (iNumVerts%4) == 0 );
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if(iNumVerts == 0)
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if(!iNumVerts)
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return;
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this->DrawQuadsInternal(v,iNumVerts);
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+1
-1
@@ -277,7 +277,7 @@ public:
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const RageVector3 &dir ) = 0;
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virtual void SetSphereEnvironmentMapping( TextureUnit tu, bool b ) = 0;
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virtual void SetCelShaded( bool b ) = 0;
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virtual void SetCelShaded( int stage ) = 0;
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virtual RageCompiledGeometry* CreateCompiledGeometry() = 0;
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virtual void DeleteCompiledGeometry( RageCompiledGeometry* p ) = 0;
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@@ -61,7 +61,7 @@ public:
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const RageVector3 &dir ) { }
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void SetSphereEnvironmentMapping( TextureUnit tu, bool b ) { }
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void SetCelShaded( bool b ) { }
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void SetCelShaded( int stage ) { }
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RageCompiledGeometry* CreateCompiledGeometry();
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void DeleteCompiledGeometry( RageCompiledGeometry* p );
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+41
-36
@@ -332,16 +332,18 @@ 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( !GLExt.m_bGL_ARB_fragment_shader && ShaderType == GL_FRAGMENT_SHADER_ARB )
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return 0;
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if( !GLExt.m_bGL_ARB_vertex_shader && ShaderType == GL_VERTEX_SHADER_ARB )
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return 0;
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// XXX: dumb, but I don't feel like refactoring ragedisplay for this. -Colby
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GLhandleARB secondaryShader = 0;
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if( sFile == "Data/Shaders/GLSL/Cel.vert" )
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{
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if ( sFile == "Data/Shaders/GLSL/Cel.vert" )
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secondaryShader = CompileShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Cel.frag", asDefines);
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}
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else if ( sFile == "Data/Shaders/GLSL/Shell.vert" )
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secondaryShader = CompileShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Shell.frag", asDefines);
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GLhandleARB hShader = CompileShader( ShaderType, sFile, asDefines );
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if( hShader == 0 )
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@@ -349,7 +351,8 @@ GLhandleARB LoadShader( GLenum ShaderType, RString sFile, vector<RString> asDefi
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GLhandleARB hProgram = GLExt.glCreateProgramObjectARB();
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GLExt.glAttachObjectARB( hProgram, hShader );
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if( secondaryShader != 0 )
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if( secondaryShader )
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{
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GLExt.glAttachObjectARB( hProgram, secondaryShader );
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GLExt.glDeleteObjectARB( secondaryShader );
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@@ -380,6 +383,7 @@ static GLhandleARB g_hHardMixShader = 0;
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static GLhandleARB g_hOverlayShader = 0;
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static GLhandleARB g_hScreenShader = 0;
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static GLhandleARB g_hYUYV422Shader = 0;
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static GLhandleARB g_gShellShader = 0;
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static GLhandleARB g_gCelShader = 0;
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void InitShaders()
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@@ -388,16 +392,23 @@ void InitShaders()
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// the shaders and determines shader type by file extension. -aj
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// argh shaders in stepmania are painful -colby
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vector<RString> asDefines;
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g_bTextureMatrixShader = LoadShader( GL_VERTEX_SHADER_ARB, "Data/Shaders/GLSL/Texture matrix scaling.vert", asDefines );
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g_bUnpremultiplyShader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Unpremultiply.frag", asDefines );
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g_bColorBurnShader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Color burn.frag", asDefines );
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g_bColorDodgeShader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Color dodge.frag", asDefines );
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g_bVividLightShader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Vivid light.frag", asDefines );
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g_hHardMixShader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Hard mix.frag", asDefines );
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g_hOverlayShader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Overlay.frag", asDefines );
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g_hScreenShader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Screen.frag", asDefines );
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g_hYUYV422Shader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/YUYV422.frag", asDefines );
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g_gCelShader = LoadShader( GL_VERTEX_SHADER_ARB, "Data/Shaders/GLSL/Cel.vert", asDefines);
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// used for scrolling textures (I think)
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g_bTextureMatrixShader = LoadShader( GL_VERTEX_SHADER_ARB, "Data/Shaders/GLSL/Texture matrix scaling.vert", asDefines );
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// these two are for dancing characters and are both actually shader pairs
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g_gShellShader = LoadShader( GL_VERTEX_SHADER_ARB, "Data/Shaders/GLSL/Shell.vert", asDefines );
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g_gCelShader = LoadShader( GL_VERTEX_SHADER_ARB, "Data/Shaders/GLSL/Cel.vert", asDefines );
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// effects
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g_bUnpremultiplyShader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Unpremultiply.frag", asDefines );
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g_bColorBurnShader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Color burn.frag", asDefines );
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g_bColorDodgeShader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Color dodge.frag", asDefines );
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g_bVividLightShader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Vivid light.frag", asDefines );
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g_hHardMixShader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Hard mix.frag", asDefines );
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g_hOverlayShader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Overlay.frag", asDefines );
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g_hScreenShader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Screen.frag", asDefines );
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g_hYUYV422Shader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/YUYV422.frag", asDefines );
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// Bind attributes.
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if( g_bTextureMatrixShader )
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@@ -1699,8 +1710,8 @@ bool RageDisplay_OGL::IsEffectModeSupported( EffectMode effect )
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case EffectMode_ColorDodge: return g_bColorDodgeShader != 0;
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case EffectMode_VividLight: return g_bVividLightShader != 0;
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case EffectMode_HardMix: return g_hHardMixShader != 0;
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case EffectMode_Overlay: return g_hOverlayShader != 0;
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case EffectMode_Screen: return g_hScreenShader != 0;
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case EffectMode_Overlay: return g_hOverlayShader != 0;
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case EffectMode_Screen: return g_hScreenShader != 0;
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case EffectMode_YUYV422: return g_hYUYV422Shader != 0;
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}
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@@ -1902,14 +1913,14 @@ void RageDisplay_OGL::SetLightDirectional(
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void RageDisplay_OGL::SetCullMode( CullMode mode )
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{
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if (mode != CULL_NONE)
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glEnable(GL_CULL_FACE);
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switch( mode )
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{
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case CULL_BACK:
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glEnable( GL_CULL_FACE );
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glCullFace( GL_BACK );
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break;
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case CULL_FRONT:
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glEnable( GL_CULL_FACE );
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glCullFace( GL_FRONT );
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break;
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case CULL_NONE:
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@@ -2633,29 +2644,23 @@ void RageDisplay_OGL::SetSphereEnvironmentMapping( TextureUnit tu, bool b )
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GLint iCelTexture1, iCelTexture2 = NULL;
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void RageDisplay_OGL::SetCelShaded( bool b )
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void RageDisplay_OGL::SetCelShaded( int stage )
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{
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if( GLExt.glUseProgramObjectARB == NULL )
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if( !GLExt.m_bGL_ARB_fragment_shader )
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return; // not supported
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GLhandleARB hShader = 0;
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if( b )
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GLExt.glUseProgramObjectARB( g_gCelShader );
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else
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GLExt.glUseProgramObjectARB( hShader );
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if( !b )
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return;
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/*
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* Optimization: don't get these again if we have already done it.
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* Getting data from the GPU is (relatively) slow, avoid it if possible.
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*/
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if( !iCelTexture1 )
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switch ( stage )
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{
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iCelTexture1 = GLExt.glGetUniformLocationARB( hShader, "Texture1" );
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case 1:
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GLExt.glUseProgramObjectARB( g_gShellShader );
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break;
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case 2:
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GLExt.glUseProgramObjectARB( g_gCelShader );
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break;
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default:
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GLExt.glUseProgramObjectARB( 0 );
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break;
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}
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GLExt.glUniform1iARB( iCelTexture1, 1 );
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}
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/*
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@@ -97,7 +97,7 @@ public:
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const RageVector3 &dir );
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void SetSphereEnvironmentMapping( TextureUnit tu, bool b );
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void SetCelShaded( bool b );
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void SetCelShaded( int stage );
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RageCompiledGeometry* CreateCompiledGeometry();
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void DeleteCompiledGeometry( RageCompiledGeometry* p );
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