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vertex shader for texture converter
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@ -397,26 +397,24 @@ Renderer::Renderer()
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);
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VertexShaderCache::CompileVertexShader(s_ShowEFBCopyRegions_VS,
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"#version 130\n"
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"in vec2 vertexPosition;\n"
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"in vec3 color;\n"
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"in vec2 vposition;\n"
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"in vec3 color0;\n"
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"out vec4 c;\n"
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"void main(void) {\n"
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" gl_Position = vec4(vertexPosition,0,1);\n"
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" c = vec4(color, 1.0);\n"
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" gl_Position = vec4(vposition,0,1);\n"
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" c = vec4(color0, 1.0);\n"
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"}\n"
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);
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ProgramShaderCache::SetBothShaders(s_ShowEFBCopyRegions_PS.glprogid, s_ShowEFBCopyRegions_VS.glprogid);
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GLuint shader_program = ProgramShaderCache::GetCurrentProgram();
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// creating buffers
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glGenBuffers(1, &s_ShowEFBCopyRegions_VBO);
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glGenVertexArrays(1, &s_ShowEFBCopyRegions_VAO);
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glBindBuffer(GL_ARRAY_BUFFER, s_ShowEFBCopyRegions_VBO);
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glBindVertexArray( s_ShowEFBCopyRegions_VAO );
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glEnableVertexAttribArray(glGetAttribLocation(shader_program, "vertexPosition"));
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glVertexAttribPointer(glGetAttribLocation(shader_program, "vertexPosition"), 2, GL_FLOAT, 0, sizeof(GLfloat)*5, NULL);
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glEnableVertexAttribArray(glGetAttribLocation(shader_program, "color"));
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glVertexAttribPointer(glGetAttribLocation(shader_program, "color"), 3, GL_FLOAT, 0, sizeof(GLfloat)*5, (GLfloat*)NULL+2);
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glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
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glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*5, NULL);
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glEnableVertexAttribArray(SHADER_COLOR0_ATTRIB);
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glVertexAttribPointer(SHADER_COLOR0_ATTRIB, 3, GL_FLOAT, 0, sizeof(GLfloat)*5, (GLfloat*)NULL+2);
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// TODO: this after merging with graphic_update
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glBindVertexArray(0);
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