OpenGL: convert old texture2D calls in built-in shaders
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@@ -1,12 +1,11 @@
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in vec2 texCoord_interp;
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out vec4 fragColor;
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#define texture2D texture
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uniform vec4 color;
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uniform sampler2D image;
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void main()
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{
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fragColor = texture2D(image, texCoord_interp).r * color;
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fragColor = texture(image, texCoord_interp).r * color;
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}
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@@ -1,12 +1,11 @@
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in vec2 texCoord_interp;
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out vec4 fragColor;
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#define texture2D texture
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uniform vec4 color;
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uniform sampler2D image;
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void main()
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{
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fragColor = texture2D(image, texCoord_interp) * color;
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fragColor = texture(image, texCoord_interp) * color;
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}
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@@ -1,7 +1,6 @@
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in vec2 texCoord_interp;
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out vec4 fragColor;
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#define texture2D texture
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uniform float znear;
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uniform float zfar;
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@@ -9,7 +8,7 @@ uniform sampler2D image;
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void main()
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{
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float depth = texture2D(image, texCoord_interp).r;
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float depth = texture(image, texCoord_interp).r;
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/* normalize */
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fragColor.rgb = vec3((2.0f * znear) / (zfar + znear - (depth * (zfar - znear))));
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@@ -6,7 +6,6 @@
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:n vec2 texCoord_interp;
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out vec4 fragColor;
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#define texture2DRect texture
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uniform int interlace_id;
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uniform sampler2DRect image_a;
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@@ -28,8 +27,8 @@ bool interlace()
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void main()
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{
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if (interlace()) {
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fragColor = texture2DRect(image_a, texCoord_interp);
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fragColor = texture(image_a, texCoord_interp);
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} else {
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fragColor = texture2DRect(image_b, texCoord_interp);
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fragColor = texture(image_b, texCoord_interp);
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}
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}
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@@ -1,13 +1,12 @@
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in vec2 texCoord_interp;
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out vec4 fragColor;
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#define texture2D texture
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uniform sampler2D image;
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uniform vec4 color;
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void main()
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{
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fragColor.a = texture2D(image, texCoord_interp).a * color.a;
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fragColor.a = texture(image, texCoord_interp).a * color.a;
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fragColor.rgb = color.rgb;
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}
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@@ -1,13 +1,12 @@
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in vec2 texCoord_interp;
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out vec4 fragColor;
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#define texture2D texture
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uniform float alpha;
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uniform sampler2D image;
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void main()
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{
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fragColor = texture2D(image, texCoord_interp);
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fragColor = texture(image, texCoord_interp);
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fragColor.a *= alpha;
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}
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@@ -1,13 +1,12 @@
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in vec2 texCoord_interp;
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out vec4 fragColor;
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#define texture2DRect texture
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uniform float alpha;
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uniform sampler2DRect image;
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void main()
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{
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fragColor = texture2DRect(image, texCoord_interp);
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fragColor = texture(image, texCoord_interp);
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fragColor.a *= alpha;
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}
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@@ -1,7 +1,6 @@
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in vec2 texCoord_interp;
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out vec4 fragColor;
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#define texture2D texture
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uniform sampler2D image;
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uniform vec4 color;
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@@ -9,7 +8,7 @@ uniform vec4 shuffle;
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void main()
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{
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vec4 sample = texture2D(image, texCoord_interp);
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vec4 sample = texture(image, texCoord_interp);
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fragColor = vec4(sample.r * shuffle.r +
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sample.g * shuffle.g +
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sample.b * shuffle.b +
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@@ -2,7 +2,6 @@
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flat in vec4 color_flat;
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noperspective in vec2 texCoord_interp;
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out vec4 fragColor;
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#define texture2D texture
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uniform sampler2D glyph;
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@@ -12,5 +11,5 @@ void main()
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fragColor.rgb = color_flat.rgb;
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// modulate input alpha & texture alpha
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fragColor.a = color_flat.a * texture2D(glyph, texCoord_interp).r;
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fragColor.a = color_flat.a * texture(glyph, texCoord_interp).r;
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}
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