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- Matrix assignment: DX to GL adaptation
- GLES fix
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@ -325,7 +325,7 @@ std::string blur1_frag(
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" #define w_div _c3.z\n"
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""
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" // note: if you just take one sample at exactly uv.xy, you get an avg of 4 pixels.\n"
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" vec2 uv2 = fragment_texture.xy + srctexsize.zw*vec2(1,1); // + moves blur UP, LEFT by 1-pixel increments\n"
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" vec2 uv2 = fragment_texture.xy + srctexsize.zw*vec2(1.0,1.0); // + moves blur UP, LEFT by 1-pixel increments\n"
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""
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" vec3 blur = \n"
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" ( texture( texture_sampler, uv2 + vec2( d1*srctexsize.z,0) ).xyz\n"
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@ -863,30 +863,30 @@ void ShaderEngine::SetupShaderVariables(GLuint program, const Pipeline &pipeline
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temp_mat[i] = my * temp_mat[i];
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}
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glUniformMatrix4x3fv(glGetUniformLocation(program, "rot_s1"), 1, GL_FALSE, glm::value_ptr(glm::mat4x3(temp_mat[0])));
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glUniformMatrix4x3fv(glGetUniformLocation(program, "rot_s2"), 1, GL_FALSE, glm::value_ptr(glm::mat4x3(temp_mat[1])));
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glUniformMatrix4x3fv(glGetUniformLocation(program, "rot_s3"), 1, GL_FALSE, glm::value_ptr(glm::mat4x3(temp_mat[2])));
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glUniformMatrix4x3fv(glGetUniformLocation(program, "rot_s4"), 1, GL_FALSE, glm::value_ptr(glm::mat4x3(temp_mat[3])));
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glUniformMatrix4x3fv(glGetUniformLocation(program, "rot_d1"), 1, GL_FALSE, glm::value_ptr(glm::mat4x3(temp_mat[4])));
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glUniformMatrix4x3fv(glGetUniformLocation(program, "rot_d2"), 1, GL_FALSE, glm::value_ptr(glm::mat4x3(temp_mat[5])));
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glUniformMatrix4x3fv(glGetUniformLocation(program, "rot_d3"), 1, GL_FALSE, glm::value_ptr(glm::mat4x3(temp_mat[6])));
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glUniformMatrix4x3fv(glGetUniformLocation(program, "rot_d4"), 1, GL_FALSE, glm::value_ptr(glm::mat4x3(temp_mat[7])));
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glUniformMatrix4x3fv(glGetUniformLocation(program, "rot_f1"), 1, GL_FALSE, glm::value_ptr(glm::mat4x3(temp_mat[8])));
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glUniformMatrix4x3fv(glGetUniformLocation(program, "rot_f2"), 1, GL_FALSE, glm::value_ptr(glm::mat4x3(temp_mat[9])));
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glUniformMatrix4x3fv(glGetUniformLocation(program, "rot_f3"), 1, GL_FALSE, glm::value_ptr(glm::mat4x3(temp_mat[10])));
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glUniformMatrix4x3fv(glGetUniformLocation(program, "rot_f4"), 1, GL_FALSE, glm::value_ptr(glm::mat4x3(temp_mat[11])));
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glUniformMatrix4x3fv(glGetUniformLocation(program, "rot_vf1"), 1, GL_FALSE, glm::value_ptr(glm::mat4x3(temp_mat[12])));
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glUniformMatrix4x3fv(glGetUniformLocation(program, "rot_vf2"), 1, GL_FALSE, glm::value_ptr(glm::mat4x3(temp_mat[13])));
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glUniformMatrix4x3fv(glGetUniformLocation(program, "rot_vf3"), 1, GL_FALSE, glm::value_ptr(glm::mat4x3(temp_mat[14])));
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glUniformMatrix4x3fv(glGetUniformLocation(program, "rot_vf4"), 1, GL_FALSE, glm::value_ptr(glm::mat4x3(temp_mat[15])));
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glUniformMatrix4x3fv(glGetUniformLocation(program, "rot_uf1"), 1, GL_FALSE, glm::value_ptr(glm::mat4x3(temp_mat[16])));
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glUniformMatrix4x3fv(glGetUniformLocation(program, "rot_uf2"), 1, GL_FALSE, glm::value_ptr(glm::mat4x3(temp_mat[17])));
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glUniformMatrix4x3fv(glGetUniformLocation(program, "rot_uf3"), 1, GL_FALSE, glm::value_ptr(glm::mat4x3(temp_mat[18])));
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glUniformMatrix4x3fv(glGetUniformLocation(program, "rot_uf4"), 1, GL_FALSE, glm::value_ptr(glm::mat4x3(temp_mat[19])));
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glUniformMatrix4x3fv(glGetUniformLocation(program, "rot_rand1"), 1, GL_FALSE, glm::value_ptr(glm::mat4x3(temp_mat[20])));
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glUniformMatrix4x3fv(glGetUniformLocation(program, "rot_rand2"), 1, GL_FALSE, glm::value_ptr(glm::mat4x3(temp_mat[21])));
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glUniformMatrix4x3fv(glGetUniformLocation(program, "rot_rand3"), 1, GL_FALSE, glm::value_ptr(glm::mat4x3(temp_mat[22])));
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glUniformMatrix4x3fv(glGetUniformLocation(program, "rot_rand4"), 1, GL_FALSE, glm::value_ptr(glm::mat4x3(temp_mat[23])));
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glUniformMatrix3x4fv(glGetUniformLocation(program, "rot_s1"), 1, GL_FALSE, glm::value_ptr(glm::mat3x4(temp_mat[0])));
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glUniformMatrix3x4fv(glGetUniformLocation(program, "rot_s2"), 1, GL_FALSE, glm::value_ptr(glm::mat3x4(temp_mat[1])));
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glUniformMatrix3x4fv(glGetUniformLocation(program, "rot_s3"), 1, GL_FALSE, glm::value_ptr(glm::mat3x4(temp_mat[2])));
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glUniformMatrix3x4fv(glGetUniformLocation(program, "rot_s4"), 1, GL_FALSE, glm::value_ptr(glm::mat3x4(temp_mat[3])));
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glUniformMatrix3x4fv(glGetUniformLocation(program, "rot_d1"), 1, GL_FALSE, glm::value_ptr(glm::mat3x4(temp_mat[4])));
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glUniformMatrix3x4fv(glGetUniformLocation(program, "rot_d2"), 1, GL_FALSE, glm::value_ptr(glm::mat3x4(temp_mat[5])));
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glUniformMatrix3x4fv(glGetUniformLocation(program, "rot_d3"), 1, GL_FALSE, glm::value_ptr(glm::mat3x4(temp_mat[6])));
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glUniformMatrix3x4fv(glGetUniformLocation(program, "rot_d4"), 1, GL_FALSE, glm::value_ptr(glm::mat3x4(temp_mat[7])));
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glUniformMatrix3x4fv(glGetUniformLocation(program, "rot_f1"), 1, GL_FALSE, glm::value_ptr(glm::mat3x4(temp_mat[8])));
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glUniformMatrix3x4fv(glGetUniformLocation(program, "rot_f2"), 1, GL_FALSE, glm::value_ptr(glm::mat3x4(temp_mat[9])));
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glUniformMatrix3x4fv(glGetUniformLocation(program, "rot_f3"), 1, GL_FALSE, glm::value_ptr(glm::mat3x4(temp_mat[10])));
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glUniformMatrix3x4fv(glGetUniformLocation(program, "rot_f4"), 1, GL_FALSE, glm::value_ptr(glm::mat3x4(temp_mat[11])));
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glUniformMatrix3x4fv(glGetUniformLocation(program, "rot_vf1"), 1, GL_FALSE, glm::value_ptr(glm::mat3x4(temp_mat[12])));
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glUniformMatrix3x4fv(glGetUniformLocation(program, "rot_vf2"), 1, GL_FALSE, glm::value_ptr(glm::mat3x4(temp_mat[13])));
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glUniformMatrix3x4fv(glGetUniformLocation(program, "rot_vf3"), 1, GL_FALSE, glm::value_ptr(glm::mat3x4(temp_mat[14])));
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glUniformMatrix3x4fv(glGetUniformLocation(program, "rot_vf4"), 1, GL_FALSE, glm::value_ptr(glm::mat3x4(temp_mat[15])));
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glUniformMatrix3x4fv(glGetUniformLocation(program, "rot_uf1"), 1, GL_FALSE, glm::value_ptr(glm::mat3x4(temp_mat[16])));
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glUniformMatrix3x4fv(glGetUniformLocation(program, "rot_uf2"), 1, GL_FALSE, glm::value_ptr(glm::mat3x4(temp_mat[17])));
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glUniformMatrix3x4fv(glGetUniformLocation(program, "rot_uf3"), 1, GL_FALSE, glm::value_ptr(glm::mat3x4(temp_mat[18])));
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glUniformMatrix3x4fv(glGetUniformLocation(program, "rot_uf4"), 1, GL_FALSE, glm::value_ptr(glm::mat3x4(temp_mat[19])));
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glUniformMatrix3x4fv(glGetUniformLocation(program, "rot_rand1"), 1, GL_FALSE, glm::value_ptr(glm::mat3x4(temp_mat[20])));
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glUniformMatrix3x4fv(glGetUniformLocation(program, "rot_rand2"), 1, GL_FALSE, glm::value_ptr(glm::mat3x4(temp_mat[21])));
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glUniformMatrix3x4fv(glGetUniformLocation(program, "rot_rand3"), 1, GL_FALSE, glm::value_ptr(glm::mat3x4(temp_mat[22])));
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glUniformMatrix3x4fv(glGetUniformLocation(program, "rot_rand4"), 1, GL_FALSE, glm::value_ptr(glm::mat3x4(temp_mat[23])));
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// set program uniform "_q[a-h]" values (_qa.x, _qa.y, _qa.z, _qa.w, _qb.x, _qb.y ... ) alias q[1-32]
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for (int i=0; i < 32; i+=4) {
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