Integrate shaders
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@@ -14,7 +14,7 @@
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#include "render.hpp"
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#include "render_context.hpp"
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#include "render_texture.hpp"
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#include "shader_glsl_ft.hpp"
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#include "shader_ft.hpp"
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#include "sprite.hpp"
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#include "stage_param.hpp"
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#include "task_effect.hpp"
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@@ -343,7 +343,7 @@ namespace rndr {
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glClearDLL(GL_COLOR_BUFFER_BIT);
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}
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}
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shader_glsl::unbind();
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shader::unbind();
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gl_state_bind_framebuffer(0);
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gl_state_end_event();
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}
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@@ -439,7 +439,7 @@ namespace rndr {
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}
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draw_pass_sss_filter(sss);
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shader_glsl::unbind();
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shader::unbind();
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gl_state_bind_framebuffer(0);
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gl_state_end_event();
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}
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@@ -512,7 +512,7 @@ namespace rndr {
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glClearDLL(GL_COLOR_BUFFER_BIT);
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glClearColorDLL(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
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}
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shader_glsl::unbind();
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shader::unbind();
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gl_state_bind_framebuffer(0);
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gl_state_end_event();
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}
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@@ -559,7 +559,7 @@ namespace rndr {
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glClearDLL(GL_COLOR_BUFFER_BIT);
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glClearColorDLL(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
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}
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shader_glsl::unbind();
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shader::unbind();
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gl_state_bind_framebuffer(0);
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gl_state_end_event();
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}
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@@ -570,7 +570,7 @@ namespace rndr {
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for (draw_pre_process& i : pre_process)
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if (i.func)
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i.func(i.data);
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shader_glsl::unbind();
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shader::unbind();
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gl_state_bind_framebuffer(0);
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gl_state_end_event();
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}
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@@ -645,7 +645,7 @@ namespace rndr {
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gl_state_disable_blend();
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gl_state_enable_depth_test();
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gl_state_set_depth_mask(GL_TRUE);
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shader_glsl::unbind();
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shader::unbind();
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gl_state_bind_framebuffer(0);
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gl_state_get_error();
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gl_state_end_event();
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@@ -831,7 +831,7 @@ namespace rndr {
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if (shadow)
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draw_pass_3d_shadow_reset();
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pass_sprite_surf();
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shader_glsl::unbind();
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shader::unbind();
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gl_state_bind_framebuffer(0);
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}
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@@ -923,7 +923,7 @@ namespace rndr {
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0, 0, rctx->sprite_width, rctx->sprite_height,
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rctx->screen_x_offset, rctx->screen_y_offset,
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rctx->sprite_width, rctx->sprite_height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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shader_glsl::unbind();
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shader::unbind();
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gl_state_bind_framebuffer(0);
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gl_state_end_event();
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}
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@@ -1244,7 +1244,7 @@ static void draw_pass_shadow_filter(RenderTexture* a1, RenderTexture* a2,
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gl_state_active_bind_texture_2d(0, v9);
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gl_state_bind_vertex_array(rctx->common_vao);
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shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4);
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shader_glsl::unbind();
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shader::unbind();
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texture_params_restore(&tex_params[0], &tex_params[1], 0);
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}
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