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Framebuffer draws: Get rid of the u_viewproj uniform matrix.
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@ -63,18 +63,17 @@ static const char tex_fs[] =
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"uniform sampler2D sampler0;\n"
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"varying vec2 v_texcoord0;\n"
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"void main() {\n"
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" gl_FragColor.rgb = texture2D(sampler0, v_texcoord0).rgb;\n"
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" gl_FragColor.a = 1.0;\n"
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" gl_FragColor.rgb = texture2D(sampler0, v_texcoord0).rgb;\n"
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" gl_FragColor.a = 1.0;\n"
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"}\n";
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static const char basic_vs[] =
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"attribute vec4 a_position;\n"
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"attribute vec2 a_texcoord0;\n"
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"uniform mat4 u_viewproj;\n"
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"varying vec2 v_texcoord0;\n"
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"void main() {\n"
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" v_texcoord0 = a_texcoord0;\n"
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" gl_Position = u_viewproj * a_position;\n"
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" gl_Position = a_position;\n"
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"}\n";
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// Aggressively delete unused FBO:s to save gpu memory.
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@ -421,7 +420,18 @@ void FramebufferManager::DrawActiveTexture(GLuint texture, float x, float y, flo
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float v1 = flip ? 1.0f : 1.0f - vscale;
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float v2 = flip ? 1.0f - vscale : 1.0f;
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const float pos[12] = {x,y,0, x+w,y,0, x+w,y+h,0, x,y+h,0};
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float pos[12] = {
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x,y,0,
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x+w,y,0,
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x+w,y+h,0,
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x,y+h,0
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};
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for (int i = 0; i < 4; i++) {
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pos[i * 3] = pos[i * 3] / (destW * 0.5) - 1.0f;
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pos[i * 3 + 1] = -(pos[i * 3 + 1] / (destH * 0.5) - 1.0f);
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}
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const float texCoords[8] = {0,v1, u2,v1, u2,v2, 0,v2};
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const GLubyte indices[4] = {0,1,3,2};
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@ -434,9 +444,6 @@ void FramebufferManager::DrawActiveTexture(GLuint texture, float x, float y, flo
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}
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glsl_bind(program);
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Matrix4x4 ortho;
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ortho.setOrtho(0, destW, destH, 0, -1, 1);
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glUniformMatrix4fv(program->u_viewproj, 1, GL_FALSE, ortho.getReadPtr());
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glEnableVertexAttribArray(program->a_position);
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