OpenGL2: Don't use initialized arrays in glsl shaders.
Unsupported in GLSL 1.20 (Mac OS X 10.6)
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3 changed files with 38 additions and 3 deletions
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@ -11,7 +11,15 @@ void main()
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vec2 tc;
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#if 0
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float c[7] = float[7](1.0, 0.9659258263, 0.8660254038, 0.7071067812, 0.5, 0.2588190451, 0.0);
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float c[7];
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c[0] = 1.0;
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c[1] = 0.9659258263;
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c[2] = 0.8660254038;
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c[3] = 0.7071067812;
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c[4] = 0.5;
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c[5] = 0.2588190451;
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c[6] = 0.0;
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tc = var_TexCoords + u_InvTexRes * vec2( c[0], c[6]); color = texture2D(u_TextureMap, tc);
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tc = var_TexCoords + u_InvTexRes * vec2( c[1], c[5]); color += texture2D(u_TextureMap, tc);
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@ -44,7 +52,13 @@ void main()
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gl_FragColor = color * 0.04166667 * u_Color;
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#endif
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float c[5] = float[5](1.0, 0.9238795325, 0.7071067812, 0.3826834324, 0.0);
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float c[5];
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c[0] = 1.0;
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c[1] = 0.9238795325;
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c[2] = 0.7071067812;
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c[3] = 0.3826834324;
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c[4] = 0.0;
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tc = var_TexCoords + u_InvTexRes * vec2( c[0], c[4]); color = texture2D(u_TextureMap, tc);
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tc = var_TexCoords + u_InvTexRes * vec2( c[1], c[3]); color += texture2D(u_TextureMap, tc);
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