Rewrite rendering engine (#6253)
* Clean draw_*() arguments * Split rendering core * Add anaglyph 3D * Interlaced 3D * Drop obsolete methods
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21
client/shaders/3d_interlaced_merge/opengl_fragment.glsl
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21
client/shaders/3d_interlaced_merge/opengl_fragment.glsl
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uniform sampler2D baseTexture;
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uniform sampler2D normalTexture;
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uniform sampler2D textureFlags;
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#define leftImage baseTexture
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#define rightImage normalTexture
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#define maskImage textureFlags
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void main(void)
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{
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vec2 uv = gl_TexCoord[0].st;
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vec4 left = texture2D(leftImage, uv).rgba;
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vec4 right = texture2D(rightImage, uv).rgba;
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vec4 mask = texture2D(maskImage, uv).rgba;
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vec4 color;
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if (mask.r > 0.5)
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color = right;
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else
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color = left;
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gl_FragColor = color;
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}
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6
client/shaders/3d_interlaced_merge/opengl_vertex.glsl
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6
client/shaders/3d_interlaced_merge/opengl_vertex.glsl
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void main(void)
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{
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_Position = gl_Vertex;
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gl_FrontColor = gl_BackColor = gl_Color;
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}
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