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e2d987a208
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@ -0,0 +1,22 @@
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in vec4 color;
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in vec2 texCoord;
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out vec4 fragColor;
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uniform sampler2D tex;
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uniform sampler2D mask_tex;
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uniform float offset_x;
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uniform float offset_y;
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uniform float resolution_x;
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uniform float resolution_y;
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uniform float mask_resolution_x;
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uniform float mask_resolution_y;
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void main(void)
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{
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vec4 col = texture2D(tex, texCoord);
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vec2 mask_coords = vec2((texCoord.x*resolution_x + offset_x)/mask_resolution_x, (texCoord.y*resolution_y + offset_y)/mask_resolution_y);
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vec4 mask = texture2D(mask_tex, mask_coords);
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fragColor = vec4(col.rgb, col.a*mask.a);
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}
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varying vec4 color;
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varying vec2 texCoord;
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uniform sampler2D tex;
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uniform vec4 myColor;
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void main(void)
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{
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vec4 c = myColor * color;
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gl_FragColor = texture2D(tex, texCoord) * c;
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}
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@ -0,0 +1,11 @@
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in vec4 color;
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in vec2 texCoord;
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out vec4 fragColor;
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uniform sampler2D tex;
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void main(void)
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{
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fragColor = texture2D(tex, texCoord) * color;
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}
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@ -0,0 +1,14 @@
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attribute vec3 gpu_Vertex;
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attribute vec2 gpu_TexCoord;
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attribute vec4 gpu_Color;
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uniform mat4 gpu_ModelViewProjectionMatrix;
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varying vec4 color;
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varying vec2 texCoord;
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void main(void)
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{
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color = gpu_Color;
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texCoord = vec2(gpu_TexCoord);
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gl_Position = gpu_ModelViewProjectionMatrix * vec4(gpu_Vertex, 1.0);
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}
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@ -0,0 +1,51 @@
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in vec4 color;
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in vec2 texCoord;
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out vec4 fragColor;
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uniform sampler2D tex;
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uniform float resolution_x;
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uniform float resolution_y;
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uniform float screen_w;
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uniform float screen_h;
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uniform float time;
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uniform float zoom;
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void main(void)
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{
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float x_offset = 1.0/(screen_w*zoom) + 1.0/(resolution_x*zoom);
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float y_offset = 1.0/(screen_h*zoom) + 1.0/(resolution_y*zoom);
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vec4 center = texture2D(tex, texCoord);
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vec4 left = texture2D(tex, vec2(texCoord.s - x_offset, texCoord.t));
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vec4 right = texture2D(tex, vec2(texCoord.s + x_offset, texCoord.t));
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vec4 up = texture2D(tex, vec2(texCoord.s, texCoord.t - y_offset));
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vec4 down = texture2D(tex, vec2(texCoord.s, texCoord.t + y_offset));
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bool is_image_edge = (texCoord.s - x_offset < 0 || texCoord.s + x_offset > 1 || texCoord.t - y_offset < 0 || texCoord.t + y_offset > 1);
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if(left.a != right.a || left.a != up.a || left.a != down.a || (center.a > 0.5 && is_image_edge))
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{
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if(center.a > 0.5)
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{
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float speed = 0.6;
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float ant_size = 10;
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float black_to_white_ratio = 0.5;
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float ant_position = (gl_FragCoord.x + gl_FragCoord.y);
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float t = step(black_to_white_ratio, mod(time*speed + ant_position/ant_size, 1.0));
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fragColor = vec4(t, t, t, 1);
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}
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else
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fragColor = vec4(1, 1, 1, 1);
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}
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else if(center.a < 0.5)
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{
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fragColor = vec4(0, 0, 0, 0.1);
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}
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else
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discard;
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}
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@ -0,0 +1,8 @@
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#version 120
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varying vec4 color;
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void main(void)
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{
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gl_FragColor = color;
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}
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@ -0,0 +1,13 @@
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#version 120
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attribute vec3 gpu_Vertex;
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attribute vec4 gpu_Color;
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uniform mat4 gpu_ModelViewProjectionMatrix;
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varying vec4 color;
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void main(void)
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{
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color = gpu_Color;
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gl_Position = gpu_ModelViewProjectionMatrix * vec4(gpu_Vertex, 1.0);
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}
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169
src/system.c
169
src/system.c
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@ -207,7 +207,10 @@ static void initTouchGamepad()
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static void calcTextureRect(SDL_Rect* rect)
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{
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SDL_GetWindowSize(platform.window, &rect->w, &rect->h);
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// SDL_GetWindowSize(platform.window, &rect->w, &rect->h);
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rect->w = TIC80_FULLWIDTH * STUDIO_UI_SCALE;
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rect->h = TIC80_FULLHEIGHT * STUDIO_UI_SCALE;
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if (rect->w * TIC80_HEIGHT < rect->h * TIC80_WIDTH)
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{
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@ -889,7 +892,8 @@ static u64 getPerformanceFrequency()
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static void goFullscreen()
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{
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SDL_SetWindowFullscreen(platform.window, SDL_GetWindowFlags(platform.window) & SDL_WINDOW_FULLSCREEN_DESKTOP ? 0 : SDL_WINDOW_FULLSCREEN_DESKTOP);
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GPU_SetFullscreen(GPU_GetFullscreen() ? false : true, true);
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// SDL_SetWindowFullscreen(platform.window, SDL_GetWindowFlags(platform.window) & SDL_WINDOW_FULLSCREEN_DESKTOP ? 0 : SDL_WINDOW_FULLSCREEN_DESKTOP);
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}
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static void showMessageBox(const char* title, const char* message)
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#endif
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Uint32 load_shader(GPU_ShaderEnum shader_type, const char* filename)
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{
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SDL_RWops* rwops;
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Uint32 shader;
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char* source;
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int header_size, file_size;
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const char* header = "";
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GPU_Renderer* renderer = GPU_GetCurrentRenderer();
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// Open file
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rwops = SDL_RWFromFile(filename, "rb");
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if(rwops == NULL)
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{
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GPU_PushErrorCode("load_shader", GPU_ERROR_FILE_NOT_FOUND, "Shader file \"%s\" not found", filename);
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return 0;
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}
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// Get file size
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file_size = SDL_RWseek(rwops, 0, SEEK_END);
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SDL_RWseek(rwops, 0, SEEK_SET);
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// Get size from header
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if(renderer->shader_language == GPU_LANGUAGE_GLSL)
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{
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if(renderer->max_shader_version >= 120)
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header = "#version 120\n";
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else
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header = "#version 110\n"; // Maybe this is good enough?
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}
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else if(renderer->shader_language == GPU_LANGUAGE_GLSLES)
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header = "#version 100\nprecision mediump int;\nprecision mediump float;\n";
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header_size = strlen(header);
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// Allocate source buffer
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source = (char*)malloc(sizeof(char)*(header_size + file_size + 1));
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// Prepend header
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strcpy(source, header);
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// Read in source code
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SDL_RWread(rwops, source + strlen(source), 1, file_size);
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source[header_size + file_size] = '\0';
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// Compile the shader
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shader = GPU_CompileShader(shader_type, source);
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// Clean up
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free(source);
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SDL_RWclose(rwops);
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return shader;
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}
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GPU_ShaderBlock load_shader_program(Uint32* p, const char* vertex_shader_file, const char* fragment_shader_file)
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{
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Uint32 v, f;
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v = load_shader(GPU_VERTEX_SHADER, vertex_shader_file);
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if(!v)
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GPU_LogError("Failed to load vertex shader (%s): %s\n", vertex_shader_file, GPU_GetShaderMessage());
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f = load_shader(GPU_PIXEL_SHADER, fragment_shader_file);
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if(!f)
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GPU_LogError("Failed to load fragment shader (%s): %s\n", fragment_shader_file, GPU_GetShaderMessage());
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*p = GPU_LinkShaders(v, f);
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if(!*p)
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{
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GPU_ShaderBlock b = {-1, -1, -1, -1};
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GPU_LogError("Failed to link shader program (%s + %s): %s\n", vertex_shader_file, fragment_shader_file, GPU_GetShaderMessage());
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return b;
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}
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{
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GPU_ShaderBlock block = GPU_LoadShaderBlock(*p, "gpu_Vertex", "gpu_TexCoord", "gpu_Color", "gpu_ModelViewProjectionMatrix");
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GPU_ActivateShaderProgram(*p, &block);
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return block;
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}
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}
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void free_shader(Uint32 p)
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{
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GPU_FreeShaderProgram(p);
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}
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void update_color_shader(float r, float g, float b, float a, int color_loc)
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{
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float fcolor[4] = {r, g, b, a};
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GPU_SetUniformfv(color_loc, 4, 1, fcolor);
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}
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#include <math.h>
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static s32 start(s32 argc, char **argv, const char* folder)
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{
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SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK);
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initSound();
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platform.net = createNet();
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GPU_Target* screen = GPU_Init(TIC80_FULLWIDTH * STUDIO_UI_SCALE, TIC80_FULLHEIGHT * STUDIO_UI_SCALE, GPU_INIT_DISABLE_VSYNC);
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GPU_Image* texture = GPU_CreateImage(TIC80_FULLWIDTH, TIC80_FULLHEIGHT, GPU_FORMAT_BGRA);
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s32 color_shader = 0;
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GPU_ShaderBlock color_block = load_shader_program(&color_shader, "data/shaders/common.vert", "data/shaders/color.frag");
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int color_loc = GPU_GetUniformLocation(color_shader, "myColor");
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{
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u64 nextTick = SDL_GetPerformanceCounter();
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const u64 Delta = SDL_GetPerformanceFrequency() / TIC_FRAMERATE;
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while (!platform.studio->quit)
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{
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u64 nextTick = SDL_GetPerformanceCounter();
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const u64 Delta = SDL_GetPerformanceFrequency() / TIC_FRAMERATE;
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platform.missedFrame = false;
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nextTick += Delta;
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while (!platform.studio->quit)
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{
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platform.missedFrame = false;
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pollEvent();
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nextTick += Delta;
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float t = SDL_GetTicks()/1000.0f;
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GPU_Clear(screen);
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{
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pollEvent();
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GPU_Clear(screen);
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{
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platform.studio->tick();
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GPU_UpdateImageBytes(texture, NULL, tic->screen, TIC80_FULLWIDTH * sizeof(u32));
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}
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GPU_BlitScale(texture, NULL, screen, TIC80_FULLWIDTH/2*STUDIO_UI_SCALE, TIC80_FULLHEIGHT/2*STUDIO_UI_SCALE, STUDIO_UI_SCALE, STUDIO_UI_SCALE);
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GPU_Flip(screen);
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blitSound();
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platform.studio->tick();
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GPU_UpdateImageBytes(texture, NULL, (const u8*)tic->screen, TIC80_FULLWIDTH * sizeof(u32));
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}
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GPU_ActivateShaderProgram(color_shader, &color_block);
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update_color_shader((1+sin(t))/2, (1+sin(t+1))/2, (1+sin(t+2))/2, 1.0f, color_loc);
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// GPU_BlitScale(texture, NULL, screen, TIC80_FULLWIDTH/2*STUDIO_UI_SCALE, TIC80_FULLHEIGHT/2*STUDIO_UI_SCALE, STUDIO_UI_SCALE, STUDIO_UI_SCALE);
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GPU_Blit(texture, NULL, screen, TIC80_FULLWIDTH/2*STUDIO_UI_SCALE, TIC80_FULLHEIGHT/2*STUDIO_UI_SCALE);
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GPU_Flip(screen);
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blitSound();
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}
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{
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s64 delay = nextTick - SDL_GetPerformanceCounter();
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if(delay < 0)
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{
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s64 delay = nextTick - SDL_GetPerformanceCounter();
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if(delay < 0)
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{
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nextTick -= delay;
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platform.missedFrame = true;
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}
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else SDL_Delay((u32)(delay * 1000 / SDL_GetPerformanceFrequency()));
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nextTick -= delay;
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platform.missedFrame = true;
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}
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else SDL_Delay((u32)(delay * 1000 / SDL_GetPerformanceFrequency()));
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}
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}
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}
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platform.studio->close();
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@ -1081,7 +1189,6 @@ static s32 start2(s32 argc, char **argv, const char* folder)
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SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK);
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initSound();
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platform.net = createNet();
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