OpenGL: tweak image shaders & code that uses them
- rename image shaders to describe exactly what they do - rename inputs to match other built-in shaders - set & use active texture unit - no need to enable/disable textures with GLSL - pull vertex format setup out of loops
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@@ -53,9 +53,9 @@ extern char datatoc_gpu_shader_2D_vert_glsl[];
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extern char datatoc_gpu_shader_2D_flat_color_vert_glsl[];
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extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[];
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extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[];
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extern char datatoc_gpu_shader_2D_texture_vert_glsl[];
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extern char datatoc_gpu_shader_2D_texture_2D_frag_glsl[];
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extern char datatoc_gpu_shader_2D_texture_rect_frag_glsl[];
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extern char datatoc_gpu_shader_3D_image_vert_glsl[];
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extern char datatoc_gpu_shader_image_modulate_alpha_frag_glsl[];
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extern char datatoc_gpu_shader_image_rect_modulate_alpha_frag_glsl[];
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extern char datatoc_gpu_shader_3D_vert_glsl[];
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extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
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extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
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@@ -105,9 +105,9 @@ static struct GPUShadersGlobal {
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GPUShader *fx_shaders[MAX_FX_SHADERS * 2];
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/* for drawing text */
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GPUShader *text;
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/* for drawing texture */
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GPUShader *texture_2D;
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GPUShader *texture_rect;
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/* for drawing images */
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GPUShader *image_modulate_alpha_3D;
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GPUShader *image_rect_modulate_alpha_3D;
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/* for simple 2D drawing */
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GPUShader *uniform_color_2D;
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GPUShader *flat_color_2D;
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@@ -651,21 +651,21 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
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NULL, NULL, NULL, 0, 0, 0);
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retval = GG.shaders.text;
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break;
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case GPU_SHADER_2D_TEXTURE_2D:
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if (!GG.shaders.texture_2D)
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GG.shaders.texture_2D = GPU_shader_create(
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datatoc_gpu_shader_2D_texture_vert_glsl,
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datatoc_gpu_shader_2D_texture_2D_frag_glsl,
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case GPU_SHADER_3D_IMAGE_MODULATE_ALPHA:
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if (!GG.shaders.image_modulate_alpha_3D)
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GG.shaders.image_modulate_alpha_3D = GPU_shader_create(
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datatoc_gpu_shader_3D_image_vert_glsl,
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datatoc_gpu_shader_image_modulate_alpha_frag_glsl,
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NULL, NULL, NULL, 0, 0, 0);
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retval = GG.shaders.texture_2D;
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retval = GG.shaders.image_modulate_alpha_3D;
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break;
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case GPU_SHADER_2D_TEXTURE_RECT:
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if (!GG.shaders.texture_rect)
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GG.shaders.texture_rect = GPU_shader_create(
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datatoc_gpu_shader_2D_texture_vert_glsl,
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datatoc_gpu_shader_2D_texture_rect_frag_glsl,
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case GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA:
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if (!GG.shaders.image_rect_modulate_alpha_3D)
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GG.shaders.image_rect_modulate_alpha_3D = GPU_shader_create(
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datatoc_gpu_shader_3D_image_vert_glsl,
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datatoc_gpu_shader_image_rect_modulate_alpha_frag_glsl,
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NULL, NULL, NULL, 0, 0, 0);
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retval = GG.shaders.texture_rect;
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retval = GG.shaders.image_rect_modulate_alpha_3D;
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break;
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case GPU_SHADER_2D_UNIFORM_COLOR:
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if (!GG.shaders.uniform_color_2D)
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@@ -917,14 +917,14 @@ void GPU_shader_free_builtin_shaders(void)
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GG.shaders.text = NULL;
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}
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if (GG.shaders.texture_2D) {
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GPU_shader_free(GG.shaders.texture_2D);
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GG.shaders.texture_2D = NULL;
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if (GG.shaders.image_modulate_alpha_3D) {
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GPU_shader_free(GG.shaders.image_modulate_alpha_3D);
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GG.shaders.image_modulate_alpha_3D = NULL;
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}
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if (GG.shaders.texture_rect) {
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GPU_shader_free(GG.shaders.texture_rect);
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GG.shaders.texture_rect = NULL;
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if (GG.shaders.image_rect_modulate_alpha_3D) {
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GPU_shader_free(GG.shaders.image_rect_modulate_alpha_3D);
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GG.shaders.image_rect_modulate_alpha_3D = NULL;
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}
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if (GG.shaders.uniform_color_2D) {
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