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Add 32-bit support to SDL version
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35
AerofoilSDL/ShaderCode/DrawQuad32P.cpp
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35
AerofoilSDL/ShaderCode/DrawQuad32P.cpp
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#include "Functions.h"
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#include "DrawQuadPixelConstants.h"
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#define GP_GL_SHADER_CODE_DRAWQUAD32P_GLSL \
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"\n"\
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"varying vec4 texCoord;\n"\
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"uniform sampler2D surfaceTexture;\n"\
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"uniform sampler2D paletteTexture;\n"\
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"\n"\
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"vec3 SamplePixel(vec2 tc)\n"\
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"{\n"\
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" return texture2D(surfaceTexture, tc).rgb;\n"\
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"}\n"\
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"\n"\
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"void main()\n"\
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"{\n"\
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" vec4 resultColor = vec4(SamplePixel(texCoord.xy), 1.0);\n"\
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" resultColor *= constants_Modulation;\n"\
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"#ifdef ENABLE_FLICKER\n"\
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" resultColor = ApplyFlicker(constants_FlickerAxis, texCoord.zw, constants_FlickerStartThreshold, constants_FlickerEndThreshold, resultColor * constants_Modulation);\n"\
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" if (resultColor.a < 1.0)\n"\
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" discard;\n"\
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"#endif\n"\
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" resultColor = ApplyDesaturation(constants_Desaturation, resultColor);\n"\
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"\n"\
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" gl_FragColor = vec4(ApplyColorSpaceTransform(resultColor.rgb), resultColor.a);\n"\
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"}\n"
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namespace GpBinarizedShaders
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{
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const char *g_drawQuad32PF_GL2 = "#define ENABLE_FLICKER\n" GP_GL_SHADER_CODE_MEDIUM_PRECISION_PREFIX GP_GL_SHADER_CODE_DRAWQUADPIXELCONSTANTS_H GP_GL_SHADER_CODE_FUNCTIONS_H GP_GL_SHADER_CODE_DRAWQUAD32P_GLSL;
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const char *g_drawQuad32PNF_GL2 = GP_GL_SHADER_CODE_MEDIUM_PRECISION_PREFIX GP_GL_SHADER_CODE_DRAWQUADPIXELCONSTANTS_H GP_GL_SHADER_CODE_FUNCTIONS_H GP_GL_SHADER_CODE_DRAWQUAD32P_GLSL;
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const char *g_drawQuad32ICCPF_GL2 = "#define USE_ICC_PROFILE\n" "#define ENABLE_FLICKER\n" GP_GL_SHADER_CODE_MEDIUM_PRECISION_PREFIX GP_GL_SHADER_CODE_DRAWQUADPIXELCONSTANTS_H GP_GL_SHADER_CODE_FUNCTIONS_H GP_GL_SHADER_CODE_DRAWQUAD32P_GLSL;
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const char *g_drawQuad32ICCPNF_GL2 = "#define USE_ICC_PROFILE\n" GP_GL_SHADER_CODE_MEDIUM_PRECISION_PREFIX GP_GL_SHADER_CODE_DRAWQUADPIXELCONSTANTS_H GP_GL_SHADER_CODE_FUNCTIONS_H GP_GL_SHADER_CODE_DRAWQUAD32P_GLSL;
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}
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