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-rw-r--r--includes/defines.h6
-rw-r--r--includes/graphics.h38
2 files changed, 28 insertions, 16 deletions
diff --git a/includes/defines.h b/includes/defines.h
index a96b95b..fb1212c 100644
--- a/includes/defines.h
+++ b/includes/defines.h
@@ -9,9 +9,9 @@
//VersionInfoStart
#define SAVE_VERSION 68
-#define MINOR_VERSION 1
+#define MINOR_VERSION 3
#define BETA
-#define BUILD_NUM 106
+#define BUILD_NUM 109
//VersionInfoEnd
#define IDENT_VERSION "G" //Change this if you're not Simon! It should be a single letter.
@@ -86,8 +86,6 @@ extern unsigned char ZSIZE;
#define CATALOGUE_S 6
#define CATALOGUE_Z 3
-#define STAMP_X 4
-#define STAMP_Y 4
#define STAMP_MAX 240
#define NGOL 25
diff --git a/includes/graphics.h b/includes/graphics.h
index b9d39bb..b704a54 100644
--- a/includes/graphics.h
+++ b/includes/graphics.h
@@ -174,6 +174,10 @@ void blend_line(pixel *vid, int x1, int y1, int x2, int y2, int r, int g, int b,
void render_parts(pixel *vid);
+#ifdef OGLR
+void draw_parts_fbo();
+#endif
+
void draw_parts(pixel *vid);
void draw_walls(pixel *vid);
@@ -224,21 +228,24 @@ void ogl_blit(int x, int y, int w, int h, pixel *src, int pitch, int scale);
#ifdef INCLUDE_SHADERS
#ifndef SHADERS_H
#define SHADERS_H
-const char * fireFragment = "uniform sampler2D fireAlpha;\
+const char * fireFragment = "#version 120\n\
+uniform sampler2D fireAlpha;\
void main () {\
vec4 texColor = texture2D(fireAlpha, gl_PointCoord);\
gl_FragColor = vec4(gl_Color.rgb, texColor.a*gl_Color.a);\
}";
-const char * fireVertex = "void main(void)\
+const char * fireVertex = "#version 120\n\
+void main(void)\
{\
gl_Position = ftransform();;\
gl_FrontColor = gl_Color;\
}";
-const char * lensFragment = "uniform sampler2D pTex;\
+const char * lensFragment = "#version 120\n\
+uniform sampler2D pTex;\
uniform sampler2D tfX;\
uniform sampler2D tfY;\
-uniform float xres = 612.0;\
-uniform float yres = 384.0;\
+uniform float xres;\
+uniform float yres;\
void main () {\
vec4 transformX = texture2D(tfX, vec2(gl_TexCoord[0].s, -gl_TexCoord[0].t));\
vec4 transformY = -texture2D(tfY, vec2(gl_TexCoord[0].s, -gl_TexCoord[0].t));\
@@ -252,13 +259,15 @@ void main () {\
);\
gl_FragColor = texColor;\
}";
-const char * lensVertex = "void main(void)\
+const char * lensVertex = "#version 120\n\
+void main(void)\
{\
gl_TexCoord[0] = gl_MultiTexCoord0;\
gl_Position = ftransform();;\
gl_FrontColor = gl_Color;\
}";
-const char * airVFragment = "uniform sampler2D airX;\
+const char * airVFragment = "#version 120\n\
+uniform sampler2D airX;\
uniform sampler2D airY;\
uniform sampler2D airP;\
void main () {\
@@ -267,26 +276,30 @@ void main () {\
vec4 texP = texture2D(airP, gl_TexCoord[0].st);\
gl_FragColor = vec4(abs(texX.r)/2.0, texP.b/2.0, abs(texY.g)/2.0, 1.0);\
}";
-const char * airVVertex = "void main(void)\
+const char * airVVertex = "#version 120\n\
+void main(void)\
{\
gl_TexCoord[0] = gl_MultiTexCoord0;\
gl_Position = ftransform();;\
gl_FrontColor = gl_Color;\
}";
-const char * airPFragment = "uniform sampler2D airX;\
+const char * airPFragment = "#version 120\n\
+uniform sampler2D airX;\
uniform sampler2D airY;\
uniform sampler2D airP;\
void main () {\
vec4 texP = texture2D(airP, gl_TexCoord[0].st);\
gl_FragColor = vec4(max(texP.b/2.0, 0), 0, abs(min(texP.b/2.0, 0)), 1.0);\
}";
-const char * airPVertex = "void main(void)\
+const char * airPVertex = "#version 120\n\
+void main(void)\
{\
gl_TexCoord[0] = gl_MultiTexCoord0;\
gl_Position = ftransform();;\
gl_FrontColor = gl_Color;\
}";
-const char * airCFragment = "uniform sampler2D airX;\
+const char * airCFragment = "#version 120\n\
+uniform sampler2D airX;\
uniform sampler2D airY;\
uniform sampler2D airP;\
void main () {\
@@ -295,7 +308,8 @@ void main () {\
vec4 texP = texture2D(airP, gl_TexCoord[0].st);\
gl_FragColor = vec4(max(texP.b/2.0, 0), 0, abs(min(texP.b/2.0, 0)), 1.0) + vec4(abs(texX.r)/8.0, abs(texX.r)/8.0, abs(texX.r)/8.0, 1.0) + vec4(abs(texY.g)/8.0, abs(texY.g)/8.0, abs(texY.g)/8.0, 1.0);\
}";
-const char * airCVertex = "void main(void)\
+const char * airCVertex = "#version 120\n\
+void main(void)\
{\
gl_TexCoord[0] = gl_MultiTexCoord0;\
gl_Position = ftransform();;\