GL bugfixes
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6c13a83271
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14
src/k3.c
14
src/k3.c
@ -1533,7 +1533,7 @@ static void forward_subpass(mat4 projection, mat4 view, int transparent, int lig
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}
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat->primitive.specular);
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glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, mat->primitive.emission);
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glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, mat->primitive.shininess * 128);
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glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, mat->primitive.shininess);
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}
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}
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@ -2489,7 +2489,7 @@ void k3Init(bool enableTextureCompression, bool enableMipmapping) {
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"in vec3 v_uv;\n"
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"out vec4 fragcolor;\n"
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"void main() {\n"
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" fragcolor = textureCube(u_tex, v_uv);\n"
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" fragcolor = texture(u_tex, v_uv);\n"
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"}\n"
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, NULL), NULL);
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}
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@ -2999,15 +2999,19 @@ void k3BlitToScreenEffect(struct k3Offscreen *offscr, int additive, int effect,
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}
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if(k3IsCore) {
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GLuint prog;
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if(effect == k3_NONE) {
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glUseProgram(GL_FROM_K3GLSL(basicBlitProgram));
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prog = GL_FROM_K3GLSL(basicBlitProgram);
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} else {
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assert(effect == k3_GLSL);
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glUseProgram(GL_FROM_K3GLSL(program));
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prog = GL_FROM_K3GLSL(program);
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}
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GLint uSz = glGetUniformLocation(GL_FROM_K3GLSL(basicBlitProgram), "u_sz");
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glUseProgram(prog);
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GLint uSz = glGetUniformLocation(prog, "u_sz");
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glUniform2f(uSz, k3TexSzX(tex), k3TexSzY(tex));
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glDrawArrays(GL_TRIANGLES, 0, 3);
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