demos: updated tests/floattex.c (doesn't work just yet).
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@ -159,21 +159,41 @@ invert: invert.o readtex.o
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invert.o: invert.c readtex.h
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$(CC) -c $(INCLUDES) $(CFLAGS) $(DEFINES) invert.c -o $@
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floattex: floattex.o readtex.o shaderutil.o
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$(CC) $(CFLAGS) $(LDFLAGS) floattex.o readtex.o shaderutil.o $(LIBS) -o $@
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floattex.o: floattex.c readtex.h shaderutil.h
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$(CC) -c $(INCLUDES) $(CFLAGS) $(DEFINES) floattex.c -o $@
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readtex.o: readtex.c
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$(CC) -c $(INCLUDES) $(CFLAGS) $(DEFINES) readtex.c -o $@
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readtex.h: $(TOP)/progs/util/readtex.h
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ln -s $(TOP)/progs/util/readtex.h .
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readtex.c: $(TOP)/progs/util/readtex.c
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ln -s $(TOP)/progs/util/readtex.c .
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extfuncs.h: $(TOP)/progs/util/extfuncs.h
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ln -s $(TOP)/progs/util/extfuncs.h .
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shaderutil.c: $(TOP)/progs/util/shaderutil.c
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cp $< .
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shaderutil.h: $(TOP)/progs/util/shaderutil.h
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cp $< .
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shaderutil.o: shaderutil.c shaderutil.h
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$(CC) -c -I$(INCDIR) $(CFLAGS) shaderutil.c
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# Emacs tags
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tags:
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etags `find . -name \*.[ch]` `find ../include`
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@ -9,32 +9,37 @@
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#include <stdlib.h>
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#include <math.h>
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#include <GL/glut.h>
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#include "extfuncs.h"
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#include "readtex.h"
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#include "shaderutil.h"
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/* XXX - temporary */
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#ifndef GL_ARB_texture_float
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#define GL_ARB_texture_float 1
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#define GL_TEXTURE_RED_TYPE_ARB 0x9000
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#define GL_TEXTURE_GREEN_TYPE_ARB 0x9001
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#define GL_TEXTURE_BLUE_TYPE_ARB 0x9002
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#define GL_TEXTURE_ALPHA_TYPE_ARB 0x9003
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#define GL_TEXTURE_LUMINANCE_TYPE_ARB 0x9004
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#define GL_TEXTURE_INTENSITY_TYPE_ARB 0x9005
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#define GL_TEXTURE_DEPTH_TYPE_ARB 0x9006
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#define GL_UNSIGNED_NORMALIZED_ARB 0x9007
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#define GL_RGBA32F_ARB 0x8814
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#define GL_RGB32F_ARB 0x8815
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#define GL_ALPHA32F_ARB 0x8816
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#define GL_INTENSITY32F_ARB 0x8817
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#define GL_LUMINANCE32F_ARB 0x8818
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#define GL_LUMINANCE_ALPHA32F_ARB 0x8819
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#define GL_RGBA16F_ARB 0x881A
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#define GL_RGB16F_ARB 0x881B
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#define GL_ALPHA16F_ARB 0x881C
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#define GL_INTENSITY16F_ARB 0x881D
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#define GL_LUMINANCE16F_ARB 0x881E
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#define GL_LUMINANCE_ALPHA16F_ARB 0x881F
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#endif
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static const char *TexFile = "../images/arch.rgb";
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static const char *FragShaderText =
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"uniform sampler2D tex1; \n"
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"void main() \n"
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"{ \n"
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" vec4 t = texture2D(tex1, gl_TexCoord[0].xy); \n"
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" // convert from [-255,0] to [0,1] \n"
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" gl_FragColor = t * (-1.0 / 255.0); \n"
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"} \n";
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static const char *VertShaderText =
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"void main() \n"
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"{ \n"
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" gl_TexCoord[0] = gl_MultiTexCoord0; \n"
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" gl_Position = ftransform(); \n"
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"} \n";
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static struct uniform_info Uniforms[] = {
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{ "tex1", 1, GL_INT, { 0, 0, 0, 0 }, -1 },
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END_OF_UNIFORMS
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};
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static GLuint Program;
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static GLboolean
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@ -57,7 +62,12 @@ Draw(void)
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glPushMatrix();
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glutSolidCube(2.0);
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glBegin(GL_POLYGON);
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glTexCoord2f( 0.0, 0.0 ); glVertex2f( -1.0, -1.0 );
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glTexCoord2f( 1.0, 0.0 ); glVertex2f( 1.0, -1.0 );
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glTexCoord2f( 1.0, 1.0 ); glVertex2f( 1.0, 1.0 );
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glTexCoord2f( 0.0, 1.0 ); glVertex2f( -1.0, 1.0 );
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glEnd();
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glPopMatrix();
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@ -74,7 +84,7 @@ Reshape(int width, int height)
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glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0.0, 0.0, -15.0);
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glTranslatef(0.0, 0.0, -8.0);
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}
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@ -94,31 +104,43 @@ Key(unsigned char key, int x, int y)
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static void
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Init(void)
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InitTexture(void)
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{
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GLfloat tex[16][16][4];
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GLfloat tex2[16][16][4];
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GLint i, j, t;
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GLenum filter = GL_LINEAR;
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GLint imgWidth, imgHeight;
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GLenum imgFormat;
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GLubyte *image = NULL;
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GLfloat *ftex;
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GLint i, t;
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if (!glutExtensionSupported("GL_MESAX_texture_float")) {
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printf("Sorry, this test requires GL_MESAX_texture_float\n");
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exit(1);
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image = LoadRGBImage(TexFile, &imgWidth, &imgHeight, &imgFormat);
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if (!image) {
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printf("Couldn't read %s\n", TexFile);
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exit(0);
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}
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for (i = 0; i < 16; i++) {
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for (j = 0; j < 16; j++) {
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GLfloat s = i / 15.0;
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tex[i][j][0] = s;
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tex[i][j][1] = 2.0 * s;
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tex[i][j][2] = -3.0 * s;
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tex[i][j][3] = 4.0 * s;
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}
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assert(imgFormat == GL_RGB);
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ftex = (float *) malloc(imgWidth * imgHeight * 4 * sizeof(float));
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if (!ftex) {
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printf("out of memory\n");
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exit(0);
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}
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F_ARB, 16, 16, 0, GL_RGBA,
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GL_FLOAT, tex);
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CheckError(__LINE__);
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/* convert ubytes to floats, negated */
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for (i = 0; i < imgWidth * imgHeight * 3; i++) {
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ftex[i] = -1.0f * image[i];
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}
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, 42);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F_ARB,
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imgWidth, imgHeight, 0,
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GL_RGB, GL_FLOAT, ftex);
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/* sanity checks */
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_RED_TYPE_ARB, &t);
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assert(t == GL_FLOAT);
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_GREEN_TYPE_ARB, &t);
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@ -128,8 +150,15 @@ Init(void)
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_ALPHA_TYPE_ARB, &t);
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assert(t == GL_FLOAT);
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CheckError(__LINE__);
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free(image);
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free(ftex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
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#if 0
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/* read back the texture and make sure values are correct */
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glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_FLOAT, tex2);
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CheckError(__LINE__);
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@ -147,8 +176,49 @@ Init(void)
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}
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}
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}
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#endif
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}
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static GLuint
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CreateProgram(void)
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{
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GLuint fragShader, vertShader, program;
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vertShader = CompileShaderText(GL_VERTEX_SHADER, VertShaderText);
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fragShader = CompileShaderText(GL_FRAGMENT_SHADER, FragShaderText);
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assert(vertShader);
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program = LinkShaders(vertShader, fragShader);
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assert(program);
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// InitUniforms(program, Uniforms);
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return program;
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}
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static void
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Init(void)
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{
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glClearColor(0.25, 0.25, 0.25, 0.0);
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GetExtensionFuncs();
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if (!ShadersSupported()) {
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printf("Sorry, this test requires GLSL\n");
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exit(1);
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}
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if (!glutExtensionSupported("GL_MESAX_texture_float")) {
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printf("Sorry, this test requires GL_MESAX_texture_float\n");
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exit(1);
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}
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InitTexture();
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Program = CreateProgram();
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glUseProgram_func(Program);
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}
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