mix stage
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+8
-8
@@ -151,19 +151,18 @@ void init_single_program(ShaderProgram *program, int i, bool output) {
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program->ires_locations[i] =
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glGetUniformLocation(program->programs[i], "iResolution");
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program->sub_src_locations[i] = glGetSubroutineUniformLocation(
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program->programs[i], GL_FRAGMENT_SHADER, "src_stage");
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program->sub_fx_locations[i] = glGetSubroutineUniformLocation(
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program->programs[i], GL_FRAGMENT_SHADER, "fx_stage");
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for (j = 0; j < SUB_COUNT; j++) {
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sprintf(name, "src_%d", j);
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program->sub_src_indexes[i][j] =
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glGetSubroutineIndex(program->programs[i], GL_FRAGMENT_SHADER, name);
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log_debug("%s %d", name, program->sub_src_indexes[i][j]);
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sprintf(name, "fx_%d", j);
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program->sub_fx_indexes[i][j] =
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glGetSubroutineIndex(program->programs[i], GL_FRAGMENT_SHADER, name);
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if (j < 2) {
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sprintf(name, "mix_%d", j);
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program->sub_mix_indexes[i][j] = glGetSubroutineIndex(
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program->programs[i], GL_FRAGMENT_SHADER, name);
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}
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}
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}
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@@ -233,7 +232,7 @@ void update_program(ShaderProgram program, File *fragment_shaders, int i) {
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void apply_program(ShaderProgram program, Context context) {
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int i, j;
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GLuint subroutines[2];
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GLuint subroutines[3];
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// viewport changed
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if (context.width != program.last_width ||
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@@ -275,8 +274,9 @@ void apply_program(ShaderProgram program, Context context) {
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// TODO tmp
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subroutines[0] = program.sub_src_indexes[i][i == 0 ? 1 : 2];
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subroutines[1] = program.sub_fx_indexes[i][i == 2 ? 1 : 0];
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subroutines[2] = program.sub_mix_indexes[i][1];
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glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, 2, subroutines);
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glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, 3, subroutines);
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}
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// set GL_TEXTURE(X) to uniform sampler2D frameX
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+1
-2
@@ -47,10 +47,9 @@ typedef struct ShaderProgram {
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GLuint frames_locations[FRAG_COUNT + 1][TEX_COUNT];
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GLuint sub_src_locations[FRAG_COUNT];
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GLuint sub_src_indexes[FRAG_COUNT][SUB_COUNT];
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GLuint sub_fx_locations[FRAG_COUNT];
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GLuint sub_fx_indexes[FRAG_COUNT][SUB_COUNT];
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GLuint sub_mix_indexes[FRAG_COUNT][2];
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GLuint vpos_locations[FRAG_COUNT + 1];
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