OSX Build now running, although some textures will not appear and the frame buffer size is hard-coded. (Will need DXT compression for desktop).
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@@ -25,7 +25,7 @@
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// or implied, of Kearwood Gilbert.
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//
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#extension GL_EXT_shadow_samplers : require
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//#extension GL_EXT_shadow_samplers : require
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#if FOG_TYPE > 0
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// FOG_TYPE 1 - Linear
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@@ -29,7 +29,7 @@
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// or implied, of Kearwood Gilbert.
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//
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#extension GL_EXT_shadow_samplers : require
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//#extension GL_EXT_shadow_samplers : require
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varying mediump vec2 texCoord;
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@@ -39,5 +39,5 @@ uniform mediump vec3 light_color;
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varying lowp float intensity_modulate;
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void main() {
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gl_FragColor = vec4(light_color, 1.0) * shadow2DProjEXT(shadowTexture1, shadowMapCoord1) * max(1.0 - texCoord.x*texCoord.x-texCoord.y*texCoord.y, 0.0) * intensity_modulate;
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gl_FragColor = vec4(light_color, 1.0) * shadow2DProj(shadowTexture1, shadowMapCoord1) * max(1.0 - texCoord.x*texCoord.x-texCoord.y*texCoord.y, 0.0) * intensity_modulate;
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}
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@@ -25,8 +25,6 @@
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// or implied, of Kearwood Gilbert.
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//
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#extension GL_EXT_shadow_samplers : require
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varying mediump vec4 shadowMapCoord1;
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uniform sampler2DShadow shadowTexture1;
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uniform lowp sampler2D depthFrame;
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@@ -37,5 +35,5 @@ void main()
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{
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if(gl_FragCoord.z > texture2D(depthFrame, vec2(gl_FragCoord.xy / viewport.zw)).r) discard;
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gl_FragColor = vec4(light_color, 1.0) * shadow2DProjEXT(shadowTexture1, shadowMapCoord1);
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gl_FragColor = vec4(light_color, 1.0) * shadow2DProj(shadowTexture1, shadowMapCoord1);
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}
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@@ -25,13 +25,11 @@
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// or implied, of Kearwood Gilbert.
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//
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#extension GL_EXT_shadow_samplers : require
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varying mediump vec4 shadowMapCoord1;
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uniform sampler2DShadow shadowTexture1;
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uniform mediump vec3 light_color;
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void main()
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{
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gl_FragColor = vec4(light_color, 1.0) * shadow2DProjEXT(shadowTexture1, shadowMapCoord1);
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gl_FragColor = vec4(light_color, 1.0) * shadow2DProj(shadowTexture1, shadowMapCoord1);
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}
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