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#ifndef VREND_BLITTER
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#define VREND_BLITTER
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/* shaders for blitting */
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static const char *vs_passthrough = {
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"#version 130\n"
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"in vec4 arg0;\n"
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"in vec4 arg1;\n"
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"out vec4 tc;\n"
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"void main() {\n"
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" gl_Position = arg0;\n"
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" tc = arg1;\n"
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"}\n"
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};
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static const char *fs_texfetch_col = {
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"#version 130\n"
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"%s"
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"uniform sampler%s samp;\n"
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"in vec4 tc;\n"
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"void main() {\n"
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" gl_FragColor = texture(samp, tc%s)%s;\n"
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"}\n"
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};
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static const char *fs_texfetch_ds = {
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"#version 130\n"
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"uniform sampler%s samp;\n"
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"in vec4 tc;\n"
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"void main() {\n"
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" gl_FragDepth = float(texture(samp, tc%s).x);\n"
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"}\n"
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};
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static const char *fs_texfetch_ds_msaa = {
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"#version 130\n"
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"#extension GL_ARB_texture_multisample : enable\n"
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"uniform sampler%s samp;\n"
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"in vec4 tc;\n"
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"void main() {\n"
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" gl_FragDepth = float(texelFetch(samp, %s(tc%s), int(tc.z)).x);\n"
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"}\n"
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};
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#endif
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