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https://github.com/NoelFB/blah.git
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moved Sprite Batcher's default shader to Renderer; no longer a global var
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@ -343,6 +343,51 @@ typedef void (APIENTRY* DEBUGPROC)(GLenum source,
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namespace Blah
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{
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const ShaderData opengl_batch_shader_data = {
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// vertex shader
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#ifdef __EMSCRIPTEN__
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"#version 300 es\n"
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#else
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"#version 330\n"
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#endif
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"uniform mat4 u_matrix;\n"
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"layout(location=0) in vec2 a_position;\n"
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"layout(location=1) in vec2 a_tex;\n"
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"layout(location=2) in vec4 a_color;\n"
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"layout(location=3) in vec4 a_type;\n"
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"out vec2 v_tex;\n"
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"out vec4 v_col;\n"
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"out vec4 v_type;\n"
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"void main(void)\n"
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"{\n"
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" gl_Position = u_matrix * vec4(a_position.xy, 0, 1);\n"
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" v_tex = a_tex;\n"
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" v_col = a_color;\n"
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" v_type = a_type;\n"
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"}",
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// fragment shader
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#ifdef __EMSCRIPTEN__
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"#version 300 es\n"
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"precision mediump float;\n"
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#else
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"#version 330\n"
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#endif
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"uniform sampler2D u_texture;\n"
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"in vec2 v_tex;\n"
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"in vec4 v_col;\n"
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"in vec4 v_type;\n"
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"out vec4 o_color;\n"
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"void main(void)\n"
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"{\n"
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" vec4 color = texture(u_texture, v_tex);\n"
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" o_color = \n"
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" v_type.x * color * v_col + \n"
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" v_type.y * color.a * v_col + \n"
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" v_type.z * v_col;\n"
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"}"
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};
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class Renderer_OpenGL : public Renderer
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{
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public:
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@ -1158,6 +1203,9 @@ namespace Blah
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features.origin_bottom_left = true;
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features.max_texture_size = max_texture_size;
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// create the default batch shader
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default_batcher_shader = Shader::create(opengl_batch_shader_data);
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return true;
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}
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