changes to librw layer, GLES now runtime choice
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@@ -134,6 +134,7 @@ vehicleRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
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}
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SetRenderState(SRCBLEND, BLENDSRCALPHA);
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setTexture(1, nil);
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#ifndef RW_GL_USE_VAOS
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disableAttribPointers(header->attribDesc, header->numAttribs);
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@@ -158,13 +159,8 @@ CreateVehiclePipe(void)
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{
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#ifdef RW_GLES2
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#include "gl2_shaders/neoVehicle_fs_gl2.inc"
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#include "gl2_shaders/neoVehicle_vs_gl2.inc"
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#else
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#include "shaders/neoVehicle_fs_gl3.inc"
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#include "shaders/neoVehicle_vs_gl3.inc"
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#endif
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#include "shaders/neoVehicle_fs_gl.inc"
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#include "shaders/neoVehicle_vs_gl.inc"
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const char *vs[] = { shaderDecl, header_vert_src, neoVehicle_vert_src, nil };
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const char *fs[] = { shaderDecl, header_frag_src, neoVehicle_frag_src, nil };
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neoVehicleShader = Shader::create(vs, fs);
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@@ -256,6 +252,7 @@ worldRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
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drawInst(header, inst);
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inst++;
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}
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setTexture(1, nil);
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#ifndef RW_GL_USE_VAOS
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disableAttribPointers(header->attribDesc, header->numAttribs);
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#endif
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@@ -273,13 +270,8 @@ CreateWorldPipe(void)
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ReadTweakValueTable((char*)work_buff, WorldLightmapBlend);
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{
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#ifdef RW_GLES2
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#include "gl2_shaders/neoWorldIII_fs_gl2.inc"
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#include "gl2_shaders/default_UV2_gl2.inc"
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#else
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#include "shaders/neoWorldIII_fs_gl3.inc"
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#include "shaders/default_UV2_gl3.inc"
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#endif
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#include "shaders/neoWorldIII_fs_gl.inc"
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#include "shaders/default_UV2_gl.inc"
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const char *vs[] = { shaderDecl, header_vert_src, default_UV2_vert_src, nil };
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const char *fs[] = { shaderDecl, header_frag_src, neoWorldIII_frag_src, nil };
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neoWorldShader = Shader::create(vs, fs);
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@@ -381,13 +373,8 @@ CreateGlossPipe(void)
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using namespace rw::gl3;
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{
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#ifdef RW_GLES2
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#include "gl2_shaders/neoGloss_fs_gl2.inc"
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#include "gl2_shaders/neoGloss_vs_gl2.inc"
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#else
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#include "shaders/neoGloss_fs_gl3.inc"
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#include "shaders/neoGloss_vs_gl3.inc"
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#endif
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#include "shaders/neoGloss_fs_gl.inc"
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#include "shaders/neoGloss_vs_gl.inc"
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const char *vs[] = { shaderDecl, header_vert_src, neoGloss_vert_src, nil };
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const char *fs[] = { shaderDecl, header_frag_src, neoGloss_frag_src, nil };
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neoGlossShader = Shader::create(vs, fs);
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@@ -558,13 +545,8 @@ CreateRimLightPipes(void)
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}
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{
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#ifdef RW_GLES2
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#include "gl2_shaders/simple_fs_gl2.inc"
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#include "gl2_shaders/neoRimSkin_gl2.inc"
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#else
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#include "shaders/simple_fs_gl3.inc"
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#include "shaders/neoRimSkin_gl3.inc"
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#endif
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#include "shaders/simple_fs_gl.inc"
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#include "shaders/neoRimSkin_gl.inc"
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const char *vs[] = { shaderDecl, header_vert_src, neoRimSkin_vert_src, nil };
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const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil };
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neoRimSkinShader = Shader::create(vs, fs);
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@@ -572,13 +554,8 @@ CreateRimLightPipes(void)
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}
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{
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#ifdef RW_GLES2
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#include "gl2_shaders/simple_fs_gl2.inc"
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#include "gl2_shaders/neoRim_gl2.inc"
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#else
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#include "shaders/simple_fs_gl3.inc"
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#include "shaders/neoRim_gl3.inc"
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#endif
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#include "shaders/simple_fs_gl.inc"
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#include "shaders/neoRim_gl.inc"
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const char *vs[] = { shaderDecl, header_vert_src, neoRim_vert_src, nil };
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const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil };
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neoRimShader = Shader::create(vs, fs);
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