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https://github.com/Relintai/sfw.git
synced 2025-04-07 17:01:48 +02:00
Actually fix shaders for amd gpus.
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ade786cd55
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@ -44,8 +44,10 @@ String ColorMaterial::get_vertex_shader_source() {
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String ColorMaterial::get_fragment_shader_source() {
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static const char *fragment_shader_source[] = {
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#ifndef __APPLE__
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"precision mediump float;\n"
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"\n"
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"#version 100\n"
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"#ifdef GL_ES\n"
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" precision mediump float;\n"
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"#endif\n"
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#endif
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"varying vec4 v_color;\n"
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"\n"
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@ -49,8 +49,10 @@ String ColorMaterial2D::get_vertex_shader_source() {
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String ColorMaterial2D::get_fragment_shader_source() {
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static const char *fragment_shader_source[] = {
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#ifndef __APPLE__
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"precision mediump float;\n"
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"\n"
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"#version 100\n"
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"#ifdef GL_ES\n"
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" precision mediump float;\n"
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"#endif\n"
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#endif
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"varying vec4 v_color;\n"
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"\n"
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@ -40,8 +40,10 @@ String ColoredMaterial::get_vertex_shader_source() {
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String ColoredMaterial::get_fragment_shader_source() {
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static const char *fragment_shader_source[] = {
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#ifndef __APPLE__
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"precision mediump float;\n"
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"\n"
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"#version 100\n"
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"#ifdef GL_ES\n"
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" precision mediump float;\n"
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"#endif\n"
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#endif
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"\n"
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"uniform vec4 fragment_color;\n"
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@ -59,8 +59,10 @@ String FontMaterial::get_vertex_shader_source() {
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String FontMaterial::get_fragment_shader_source() {
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static const char *fragment_shader_source[] = {
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#ifndef __APPLE__
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"precision mediump float;\n"
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"\n"
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"#version 100\n"
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"#ifdef GL_ES\n"
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" precision mediump float;\n"
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"#endif\n"
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#endif
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"\n"
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"uniform sampler2D u_texture;\n"
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@ -60,8 +60,10 @@ String TextureMaterial::get_vertex_shader_source() {
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String TextureMaterial::get_fragment_shader_source() {
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static const char *fragment_shader_source[] = {
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#ifndef __APPLE__
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"precision mediump float;\n"
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"\n"
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"#version 100\n"
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"#ifdef GL_ES\n"
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" precision mediump float;\n"
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"#endif\n"
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#endif
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"uniform sampler2D u_texture;\n"
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"\n"
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@ -56,8 +56,10 @@ String TextureMaterial2D::get_vertex_shader_source() {
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String TextureMaterial2D::get_fragment_shader_source() {
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static const char *fragment_shader_source[] = {
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#ifndef __APPLE__
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"precision mediump float;\n"
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"\n"
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"#version 100\n"
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"#ifdef GL_ES\n"
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" precision mediump float;\n"
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"#endif\n"
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#endif
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"\n"
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"uniform sampler2D u_texture;\n"
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@ -56,8 +56,10 @@ String TransparentTextureMaterial::get_vertex_shader_source() {
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String TransparentTextureMaterial::get_fragment_shader_source() {
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static const char *fragment_shader_source[] = {
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#ifndef __APPLE__
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"precision mediump float;\n"
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"\n"
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"#version 100\n"
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"#ifdef GL_ES\n"
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" precision mediump float;\n"
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"#endif\n"
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#endif
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"uniform sampler2D u_texture;\n"
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"\n"
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