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https://github.com/blawar/GLideN64.git
synced 2024-07-04 10:03:36 +00:00
Move noise and monochrome_image initialization to the right place.
These functionalities do not require GL_IMAGE_TEXTURES_SUPPORT.
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@ -167,7 +167,6 @@ void InitShadowMapShader()
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RED16, 256, 1, 0, GL_RED, GL_UNSIGNED_SHORT, NULL);
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g_draw_shadow_map_program = createShaderProgram(default_vertex_shader, shadow_map_fragment_shader_float);
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g_monochrome_image_program = createShaderProgram(default_vertex_shader, zelda_monochrome_fragment_shader);
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}
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static
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@ -185,8 +184,6 @@ void DestroyShadowMapShader()
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}
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glDeleteProgram(g_draw_shadow_map_program);
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g_draw_shadow_map_program = 0;
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glDeleteProgram(g_monochrome_image_program);
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g_monochrome_image_program = 0;
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}
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#endif // GL_IMAGE_TEXTURES_SUPPORT
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@ -221,13 +218,15 @@ void InitShaderCombiner()
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g_dither_shader_object = _createShader(GL_FRAGMENT_SHADER, fragment_shader_dither);
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#endif // GLESX
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noiseTex.init();
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g_monochrome_image_program = createShaderProgram(default_vertex_shader, zelda_monochrome_fragment_shader);
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#ifdef GL_IMAGE_TEXTURES_SUPPORT
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if (video().getRender().isImageTexturesSupported() && config.frameBufferEmulation.N64DepthCompare != 0)
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g_calc_depth_shader_object = _createShader(GL_FRAGMENT_SHADER, depth_compare_shader_float);
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InitZlutTexture();
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InitShadowMapShader();
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noiseTex.init();
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#endif // GL_IMAGE_TEXTURES_SUPPORT
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}
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@ -256,8 +255,11 @@ void DestroyShaderCombiner() {
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g_calc_depth_shader_object = 0;
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#endif // GLESX
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#ifdef GL_IMAGE_TEXTURES_SUPPORT
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glDeleteProgram(g_monochrome_image_program);
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g_monochrome_image_program = 0;
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noiseTex.destroy();
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#ifdef GL_IMAGE_TEXTURES_SUPPORT
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DestroyZlutTexture();
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DestroyShadowMapShader();
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#endif // GL_IMAGE_TEXTURES_SUPPORT
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