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Fix an issue where TextureConverter.cpp was creating a renderbuffer with the wrong format. Also a few minor shader issues where they were using integers in place of floats.
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@ -631,8 +631,8 @@ void Renderer::Init()
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"ATTRIN vec3 color0;\n"
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"ATTRIN vec3 color0;\n"
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"VARYOUT vec4 c;\n"
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"VARYOUT vec4 c;\n"
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"void main(void) {\n"
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"void main(void) {\n"
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" gl_Position = vec4(rawpos,0,1);\n"
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" gl_Position = vec4(rawpos, 0.0f, 1.0f);\n"
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" c = vec4(color0, 1.0);\n"
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" c = vec4(color0, 1.0f);\n"
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"}\n",
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"}\n",
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"VARYIN vec4 c;\n"
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"VARYIN vec4 c;\n"
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"COLOROUT(ocol0)\n"
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"COLOROUT(ocol0)\n"
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@ -59,7 +59,7 @@ static const char *VProgram =
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"void main()\n"
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"void main()\n"
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"{\n"
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"{\n"
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" uv0 = tex0;\n"
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" uv0 = tex0;\n"
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" gl_Position = vec4(rawpos,0,1);\n"
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" gl_Position = vec4(rawpos, 0.0f, 1.0f);\n"
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"}\n";
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"}\n";
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void CreatePrograms()
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void CreatePrograms()
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@ -162,7 +162,7 @@ void Init()
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glGenRenderbuffers(1, &s_dstRenderBuffer);
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glGenRenderbuffers(1, &s_dstRenderBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, s_dstRenderBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, s_dstRenderBuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA, renderBufferWidth, renderBufferHeight);
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glRenderbufferStorage(GL_RENDERBUFFER, GLRENDERBUFFERFORMAT, renderBufferWidth, renderBufferHeight);
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s_srcTextureWidth = 0;
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s_srcTextureWidth = 0;
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s_srcTextureHeight = 0;
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s_srcTextureHeight = 0;
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