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Patch from Degasus that removes the last of the the GL_TEXTURE_RECTANGLE usages. This is needed to have GLES3 support.
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@ -509,7 +509,6 @@ void ProgramShaderCache::CreateHeader ( void )
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snprintf(s_glsl_header, sizeof(s_glsl_header),
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"#version %s\n"
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"%s\n" // default precision
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"%s\n" // tex_rect
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"%s\n" // ubo
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"\n"// A few required defines and ones that will make our lives a lot easier
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@ -534,10 +533,14 @@ void ProgramShaderCache::CreateHeader ( void )
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"%s\n"
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"%s\n"
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"#define COLOROUT(name) %s\n"
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// texture2d hack
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"%s\n"
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"%s\n"
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"%s\n"
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, v==GLSLES3 ? "300 es" : v==GLSL_120 ? "120" : v==GLSL_130 ? "130" : "140"
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, v==GLSLES3 ? "precision highp float;" : ""
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, v==GLSLES3 ? "" : v<=GLSL_130 ? "#extension GL_ARB_texture_rectangle : enable" : "#define texture2DRect texture"
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, g_ActiveConfig.backend_info.bSupportsGLSLUBO && v<GLSL_140 ? "#extension GL_ARB_uniform_buffer_object : enable" : ""
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, v==GLSL_120 ? "attribute" : "in"
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, v==GLSL_120 ? "attribute" : "out"
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@ -549,6 +552,9 @@ void ProgramShaderCache::CreateHeader ( void )
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, v==GLSL_120 ? "#define ocol0 gl_FragColor" : ""
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, v==GLSL_120 ? "#define ocol1 gl_FragColor" : "" //TODO: implement dual source blend
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, v==GLSL_120 ? "" : "out vec4 name;"
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, v==GLSL_120 ? "#extension GL_ARB_texture_rectangle : enable" : ""
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, v==GLSL_120 ? "" : "#define texture2DRect(samp, uv) texelFetch(samp, ivec2(floor(uv)), 0)"
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, v==GLSL_120 ? "" : "#define sampler2DRect sampler2D"
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);
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}
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