Shaders adapted for Legacy GL
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@@ -16,6 +16,12 @@ typedef struct {
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GLuint vertexShaderId;
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GLuint fragmentShaderId;
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#endif
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#if DUSK_OPENGL_LEGACY
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mat4 view;
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mat4 proj;
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mat4 model;
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#endif
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} shadergl_t;
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typedef struct {
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@@ -27,6 +33,19 @@ typedef struct {
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#endif
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} shaderdefinitiongl_t;
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#if DUSK_OPENGL_LEGACY
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typedef struct {
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shadergl_t *boundShader;
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uint_fast8_t dirty;
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} shaderlegacygl_t;
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extern shaderlegacygl_t SHADER_LEGACY;
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#define SHADER_LEGACY_DIRTY_PROJ (1 << 0)
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#define SHADER_LEGACY_DIRTY_VIEW (1 << 1)
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#define SHADER_LEGACY_DIRTY_MODEL (1 << 2)
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#endif
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/**
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* Initializes a shader.
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*
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@@ -69,7 +88,7 @@ errorret_t shaderParamGetLocationGL(
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errorret_t shaderSetMatrixGL(
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shadergl_t *shader,
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const char_t *name,
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const mat4 matrix
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mat4 matrix
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);
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/**
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@@ -77,4 +96,14 @@ errorret_t shaderSetMatrixGL(
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*
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* @param shader The shader to dispose.
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*/
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errorret_t shaderDisposeGL(shadergl_t *shader);
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errorret_t shaderDisposeGL(shadergl_t *shader);
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#ifdef DUSK_OPENGL_LEGACY
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/**
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* During mesh rendering, this is requesting the legacy system to push all
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* shaders necessary to render the currently bound shader's matrices.
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*
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* @return Any error state.
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*/
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errorret_t shaderLegacyMatrixUpdate();
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#endif
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