rename built-in point shaders, SMOOTH --> AA
Updated shader names and code that uses them. All of these shaders produce round points that are anti-aliased and blended against the background. These were initially named SMOOTH because they replace glEnable(GL_POINT_SMOOTH). But SMOOTH in shader-land refers to vertex attribute interpolation (like glShadeModel(GL_SMOOTH)). Using SMOOTH to mean two things is confusing, so we now use AA to mean "the point is anti-aliased".
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@@ -84,19 +84,19 @@ extern char datatoc_gpu_shader_3D_groundpoint_vert_glsl[];
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extern char datatoc_gpu_shader_3D_groundline_geom_glsl[];
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extern char datatoc_gpu_shader_point_uniform_color_frag_glsl[];
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extern char datatoc_gpu_shader_point_uniform_color_smooth_frag_glsl[];
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extern char datatoc_gpu_shader_point_uniform_color_outline_smooth_frag_glsl[];
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extern char datatoc_gpu_shader_point_varying_color_outline_smooth_frag_glsl[];
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extern char datatoc_gpu_shader_point_uniform_color_aa_frag_glsl[];
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extern char datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl[];
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extern char datatoc_gpu_shader_point_varying_color_outline_aa_frag_glsl[];
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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_3D_point_uniform_size_aa_vert_glsl[];
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extern char datatoc_gpu_shader_3D_point_uniform_size_outline_aa_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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extern char datatoc_gpu_shader_2D_point_uniform_size_outline_smooth_vert_glsl[];
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extern char datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_smooth_vert_glsl[];
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extern char datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl[];
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extern char datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl[];
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extern char datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert_glsl[];
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extern char datatoc_gpu_shader_2D_line_dashed_vert_glsl[];
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extern char datatoc_gpu_shader_2D_line_dashed_frag_glsl[];
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@@ -732,15 +732,15 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
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[GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR] =
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{ datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl,
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datatoc_gpu_shader_point_varying_color_frag_glsl },
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[GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH] =
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{ datatoc_gpu_shader_2D_point_uniform_size_smooth_vert_glsl,
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datatoc_gpu_shader_point_uniform_color_smooth_frag_glsl },
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[GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH] =
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{ datatoc_gpu_shader_2D_point_uniform_size_outline_smooth_vert_glsl,
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datatoc_gpu_shader_point_uniform_color_outline_smooth_frag_glsl },
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[GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_SMOOTH] =
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{ datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_smooth_vert_glsl,
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datatoc_gpu_shader_point_varying_color_outline_smooth_frag_glsl },
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[GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] =
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{ datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl,
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datatoc_gpu_shader_point_uniform_color_aa_frag_glsl },
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[GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] =
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{ datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl,
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datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl },
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[GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA] =
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{ datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert_glsl,
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datatoc_gpu_shader_point_varying_color_outline_aa_frag_glsl },
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[GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_vert_glsl,
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datatoc_gpu_shader_point_uniform_color_frag_glsl },
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[GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR] = { datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl,
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@@ -750,12 +750,12 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
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[GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR] =
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{ datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl,
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datatoc_gpu_shader_point_varying_color_frag_glsl },
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[GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH] =
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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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[GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH] =
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{ datatoc_gpu_shader_3D_point_uniform_size_outline_smooth_vert_glsl,
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datatoc_gpu_shader_point_uniform_color_outline_smooth_frag_glsl },
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[GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] =
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{ datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl,
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datatoc_gpu_shader_point_uniform_color_aa_frag_glsl },
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[GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] =
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{ datatoc_gpu_shader_3D_point_uniform_size_outline_aa_vert_glsl,
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datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl },
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[GPU_SHADER_INSTANCE_UNIFORM_COLOR] = { datatoc_gpu_shader_instance_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
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[GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE] =
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