OpenGL: new built-in shader for smooth round 3D points
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@@ -69,6 +69,7 @@ extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
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extern char datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl[];
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extern char datatoc_gpu_shader_3D_point_varying_size_vert_glsl[];
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extern char datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl[];
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extern char datatoc_gpu_shader_3D_point_uniform_size_smooth_vert_glsl[];
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extern char datatoc_gpu_shader_3D_point_uniform_size_outline_smooth_vert_glsl[];
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extern char datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl[];
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extern char datatoc_gpu_shader_2D_point_uniform_size_smooth_vert_glsl[];
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@@ -127,6 +128,7 @@ static struct GPUShadersGlobal {
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GPUShader *point_fixed_size_varying_color_3D;
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GPUShader *point_varying_size_uniform_color_3D;
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GPUShader *point_varying_size_varying_color_3D;
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GPUShader *point_uniform_size_uniform_color_smooth_3D;
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GPUShader *point_uniform_size_uniform_color_outline_smooth_3D;
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} shaders;
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} GG = {{NULL}};
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@@ -795,6 +797,14 @@ 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.point_varying_size_varying_color_3D;
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break;
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case GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH:
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if (!GG.shaders.point_uniform_size_uniform_color_smooth_3D)
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GG.shaders.point_uniform_size_uniform_color_smooth_3D = GPU_shader_create(
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datatoc_gpu_shader_3D_point_uniform_size_smooth_vert_glsl,
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datatoc_gpu_shader_point_uniform_color_smooth_frag_glsl,
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NULL, NULL, NULL, 0, 0, 0);
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retval = GG.shaders.point_uniform_size_uniform_color_smooth_3D;
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break;
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case GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH:
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if (!GG.shaders.point_uniform_size_uniform_color_outline_smooth_3D)
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GG.shaders.point_uniform_size_uniform_color_outline_smooth_3D = GPU_shader_create(
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@@ -1002,6 +1012,11 @@ void GPU_shader_free_builtin_shaders(void)
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GG.shaders.point_varying_size_varying_color_3D = NULL;
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}
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if (GG.shaders.point_uniform_size_uniform_color_smooth_3D) {
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GPU_shader_free(GG.shaders.point_uniform_size_uniform_color_smooth_3D);
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GG.shaders.point_uniform_size_uniform_color_smooth_3D = NULL;
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}
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if (GG.shaders.point_uniform_size_uniform_color_outline_smooth_3D) {
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GPU_shader_free(GG.shaders.point_uniform_size_uniform_color_outline_smooth_3D);
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GG.shaders.point_uniform_size_uniform_color_outline_smooth_3D = NULL;
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