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		@@ -1,11 +0,0 @@
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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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@@ -1,23 +1,16 @@
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varying vec4 color;
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					in vec4 color;
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varying vec2 texCoord;
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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 tex;
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uniform vec4 myColor;
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out vec4 fragColor;
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void main(void)
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					void main(void)
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{
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					{
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    vec4 c = myColor * color;
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	vec4 rgba = texture2D(tex, texCoord);
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						vec4 rgba = texture2D(tex, texCoord);
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    vec4 intensity;
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  if(fract(gl_FragCoord.y * (0.5 * 4.0 / 3.0)) > 0.5) {
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						vec4 intensity = fract(gl_FragCoord.y * (0.5 * 4.0 / 3.0)) > 0.5 
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    intensity = vec4(0);
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							? vec4(0) 
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  } else {
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							: smoothstep(0.2, 0.8, rgba) + normalize(rgba);
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    intensity = smoothstep(0.2, 0.8, rgba) + normalize(rgba);
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  }
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    fragColor = intensity * -0.25 + rgba * 1.1;
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						fragColor = intensity * -0.25 + rgba * 1.1;
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}
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					}
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										19
									
								
								src/system.c
									
									
									
									
									
								
							
							
						
						
									
										19
									
								
								src/system.c
									
									
									
									
									
								
							@@ -1093,12 +1093,6 @@ void free_shader(Uint32 p)
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	GPU_FreeShaderProgram(p);
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						GPU_FreeShaderProgram(p);
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}
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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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					#include <math.h>
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static s32 start(s32 argc, char **argv, const char* folder)
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					static s32 start(s32 argc, char **argv, const char* folder)
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@@ -1119,9 +1113,9 @@ static s32 start(s32 argc, char **argv, const char* folder)
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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_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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						GPU_Image* texture = GPU_CreateImage(TIC80_FULLWIDTH, TIC80_FULLHEIGHT, GPU_FORMAT_BGRA);
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	s32 color_shader = 0;
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						u32 crt_shader = 0;
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	GPU_ShaderBlock color_block = load_shader_program(&color_shader, "data/shaders/common.vert", "data/shaders/crt-simple.frag");
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						GPU_ShaderBlock crt_block = load_shader_program(&crt_shader, "data/shaders/common.vert", "data/shaders/crt-simple.frag");
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	int color_loc = GPU_GetUniformLocation(color_shader, "myColor");
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						GPU_ActivateShaderProgram(crt_shader, &crt_block);
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	{
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						{
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		u64 nextTick = SDL_GetPerformanceCounter();
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							u64 nextTick = SDL_GetPerformanceCounter();
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@@ -1136,8 +1130,6 @@ static s32 start(s32 argc, char **argv, const char* folder)
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			{
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								{
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				pollEvent();
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									pollEvent();
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				float t = SDL_GetTicks()/1000.0f;
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				GPU_Clear(screen);
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									GPU_Clear(screen);
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				{
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									{
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@@ -1145,9 +1137,6 @@ static s32 start(s32 argc, char **argv, const char* folder)
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					GPU_UpdateImageBytes(texture, NULL, (const u8*)tic->screen, TIC80_FULLWIDTH * sizeof(u32));
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										GPU_UpdateImageBytes(texture, NULL, (const u8*)tic->screen, TIC80_FULLWIDTH * sizeof(u32));
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				}
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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_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_Blit(texture, NULL, screen, TIC80_FULLWIDTH/2*STUDIO_UI_SCALE, TIC80_FULLHEIGHT/2*STUDIO_UI_SCALE);
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@@ -1175,6 +1164,8 @@ static s32 start(s32 argc, char **argv, const char* folder)
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	SDL_CloseAudioDevice(platform.audio.device);
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						SDL_CloseAudioDevice(platform.audio.device);
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						free_shader(crt_shader);
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	GPU_FreeImage(texture);
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						GPU_FreeImage(texture);
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	GPU_Quit();
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						GPU_Quit();
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