Cleanup: style, gpu module
This commit is contained in:
@@ -337,7 +337,7 @@ static GPUShader *gpu_basic_shader(int options)
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if (!shader && !GPU_MATERIAL_STATE.failed_shaders[options]) {
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/* create shader if it doesn't exist yet */
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char defines[64*GPU_SHADER_OPTIONS_NUM] = "";
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char defines[64 * GPU_SHADER_OPTIONS_NUM] = "";
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if (options & GPU_SHADER_USE_COLOR)
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strcat(defines, "#define USE_COLOR\n");
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@@ -415,7 +415,7 @@ void GPU_basic_shader_bind(int options)
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}
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if (options & GPU_SHADER_TEXTURE_2D) {
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GLint env_mode = (options & (GPU_SHADER_USE_COLOR|GPU_SHADER_LIGHTING)) ? GL_MODULATE : GL_REPLACE;
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GLint env_mode = (options & (GPU_SHADER_USE_COLOR | GPU_SHADER_LIGHTING)) ? GL_MODULATE : GL_REPLACE;
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glEnable(GL_TEXTURE_2D);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, env_mode);
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}
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@@ -476,7 +476,7 @@ void GPU_basic_shader_light_set(int light_num, GPULightData *light)
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if (light) {
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float position[4], diffuse[4], specular[4];
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glEnable(GL_LIGHT0+light_num);
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glEnable(GL_LIGHT0 + light_num);
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/* position */
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if (light->type == GPU_LIGHT_SUN) {
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@@ -487,37 +487,37 @@ void GPU_basic_shader_light_set(int light_num, GPULightData *light)
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copy_v3_v3(position, light->position);
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position[3] = 1.0f;
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}
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glLightfv(GL_LIGHT0+light_num, GL_POSITION, position);
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glLightfv(GL_LIGHT0 + light_num, GL_POSITION, position);
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/* energy */
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copy_v3_v3(diffuse, light->diffuse);
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copy_v3_v3(specular, light->specular);
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diffuse[3] = 1.0f;
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specular[3] = 1.0f;
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glLightfv(GL_LIGHT0+light_num, GL_DIFFUSE, diffuse);
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glLightfv(GL_LIGHT0+light_num, GL_SPECULAR, specular);
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glLightfv(GL_LIGHT0 + light_num, GL_DIFFUSE, diffuse);
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glLightfv(GL_LIGHT0 + light_num, GL_SPECULAR, specular);
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/* attenuation */
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if (light->type == GPU_LIGHT_SUN) {
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glLightf(GL_LIGHT0+light_num, GL_CONSTANT_ATTENUATION, 1.0f);
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glLightf(GL_LIGHT0+light_num, GL_LINEAR_ATTENUATION, 0.0f);
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glLightf(GL_LIGHT0+light_num, GL_QUADRATIC_ATTENUATION, 0.0f);
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glLightf(GL_LIGHT0 + light_num, GL_CONSTANT_ATTENUATION, 1.0f);
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glLightf(GL_LIGHT0 + light_num, GL_LINEAR_ATTENUATION, 0.0f);
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glLightf(GL_LIGHT0 + light_num, GL_QUADRATIC_ATTENUATION, 0.0f);
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}
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else {
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glLightf(GL_LIGHT0+light_num, GL_CONSTANT_ATTENUATION, light->constant_attenuation);
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glLightf(GL_LIGHT0+light_num, GL_LINEAR_ATTENUATION, light->linear_attenuation);
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glLightf(GL_LIGHT0+light_num, GL_QUADRATIC_ATTENUATION, light->quadratic_attenuation);
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glLightf(GL_LIGHT0 + light_num, GL_CONSTANT_ATTENUATION, light->constant_attenuation);
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glLightf(GL_LIGHT0 + light_num, GL_LINEAR_ATTENUATION, light->linear_attenuation);
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glLightf(GL_LIGHT0 + light_num, GL_QUADRATIC_ATTENUATION, light->quadratic_attenuation);
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}
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/* spot */
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glLightfv(GL_LIGHT0+light_num, GL_SPOT_DIRECTION, light->direction);
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glLightfv(GL_LIGHT0 + light_num, GL_SPOT_DIRECTION, light->direction);
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if (light->type == GPU_LIGHT_SPOT) {
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glLightf(GL_LIGHT0+light_num, GL_SPOT_CUTOFF, light->spot_cutoff);
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glLightf(GL_LIGHT0+light_num, GL_SPOT_EXPONENT, light->spot_exponent);
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glLightf(GL_LIGHT0 + light_num, GL_SPOT_CUTOFF, light->spot_cutoff);
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glLightf(GL_LIGHT0 + light_num, GL_SPOT_EXPONENT, light->spot_exponent);
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}
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else {
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glLightf(GL_LIGHT0+light_num, GL_SPOT_CUTOFF, 180.0f);
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glLightf(GL_LIGHT0+light_num, GL_SPOT_EXPONENT, 0.0f);
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glLightf(GL_LIGHT0 + light_num, GL_SPOT_CUTOFF, 180.0f);
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glLightf(GL_LIGHT0 + light_num, GL_SPOT_EXPONENT, 0.0f);
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}
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GPU_MATERIAL_STATE.lights_enabled |= light_bit;
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@@ -529,18 +529,18 @@ void GPU_basic_shader_light_set(int light_num, GPULightData *light)
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/* glsl shader needs these zero to skip them */
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const float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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glLightfv(GL_LIGHT0+light_num, GL_POSITION, zero);
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glLightfv(GL_LIGHT0+light_num, GL_DIFFUSE, zero);
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glLightfv(GL_LIGHT0+light_num, GL_SPECULAR, zero);
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glLightfv(GL_LIGHT0 + light_num, GL_POSITION, zero);
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glLightfv(GL_LIGHT0 + light_num, GL_DIFFUSE, zero);
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glLightfv(GL_LIGHT0 + light_num, GL_SPECULAR, zero);
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}
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glDisable(GL_LIGHT0+light_num);
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glDisable(GL_LIGHT0 + light_num);
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}
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}
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void GPU_basic_shader_light_set_viewer(bool local)
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{
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glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (local)? GL_TRUE: GL_FALSE);
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glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (local) ? GL_TRUE: GL_FALSE);
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}
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void GPU_basic_shader_stipple(GPUBasicShaderStipple stipple_id)
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@@ -549,46 +549,46 @@ void GPU_basic_shader_stipple(GPUBasicShaderStipple stipple_id)
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glUniform1i(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "stipple_id"), stipple_id);
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}
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else {
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switch(stipple_id) {
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case GPU_SHADER_STIPPLE_HALFTONE:
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glPolygonStipple(stipple_halftone);
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return;
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case GPU_SHADER_STIPPLE_QUARTTONE:
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glPolygonStipple(stipple_quarttone);
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return;
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case GPU_SHADER_STIPPLE_CHECKER_8PX:
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glPolygonStipple(stipple_checker_8px);
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return;
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case GPU_SHADER_STIPPLE_HEXAGON:
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glPolygonStipple(stipple_hexagon);
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return;
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case GPU_SHADER_STIPPLE_DIAG_STRIPES_SWAP:
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glPolygonStipple(stipple_diag_stripes_neg);
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return;
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case GPU_SHADER_STIPPLE_DIAG_STRIPES:
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glPolygonStipple(stipple_diag_stripes_pos);
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return;
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case GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW:
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glPolygonStipple(stipple_interlace_row);
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return;
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case GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW_SWAP:
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glPolygonStipple(stipple_interlace_row_swap);
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return;
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case GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN:
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glPolygonStipple(stipple_interlace_column);
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return;
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case GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN_SWAP:
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glPolygonStipple(stipple_interlace_column_swap);
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return;
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case GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER:
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glPolygonStipple(stipple_interlace_checker);
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return;
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case GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER_SWAP:
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glPolygonStipple(stipple_interlace_checker_swap);
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return;
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default:
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glPolygonStipple(stipple_hexagon);
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return;
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switch (stipple_id) {
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case GPU_SHADER_STIPPLE_HALFTONE:
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glPolygonStipple(stipple_halftone);
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return;
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case GPU_SHADER_STIPPLE_QUARTTONE:
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glPolygonStipple(stipple_quarttone);
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return;
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case GPU_SHADER_STIPPLE_CHECKER_8PX:
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glPolygonStipple(stipple_checker_8px);
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return;
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case GPU_SHADER_STIPPLE_HEXAGON:
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glPolygonStipple(stipple_hexagon);
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return;
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case GPU_SHADER_STIPPLE_DIAG_STRIPES_SWAP:
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glPolygonStipple(stipple_diag_stripes_neg);
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return;
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case GPU_SHADER_STIPPLE_DIAG_STRIPES:
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glPolygonStipple(stipple_diag_stripes_pos);
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return;
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case GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW:
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glPolygonStipple(stipple_interlace_row);
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return;
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case GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW_SWAP:
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glPolygonStipple(stipple_interlace_row_swap);
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return;
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case GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN:
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glPolygonStipple(stipple_interlace_column);
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return;
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case GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN_SWAP:
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glPolygonStipple(stipple_interlace_column_swap);
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return;
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case GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER:
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glPolygonStipple(stipple_interlace_checker);
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return;
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case GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER_SWAP:
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glPolygonStipple(stipple_interlace_checker_swap);
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return;
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default:
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glPolygonStipple(stipple_hexagon);
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return;
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}
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}
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}
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