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https://github.com/AquariaOSE/Aquaria.git
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Replace spaces with tabs (future self: i'm sorry)
In most places, that is. Left some files unchanges because they are a mess.
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dcd21b57bd
commit
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42 changed files with 691 additions and 706 deletions
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@ -25,25 +25,25 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#ifdef BBGE_BUILD_SHADERS
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// GL_ARB_shader_objects
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PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB = NULL;
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PFNGLDELETEOBJECTARBPROC glDeleteObjectARB = NULL;
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PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB = NULL;
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PFNGLDELETEOBJECTARBPROC glDeleteObjectARB = NULL;
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PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB = NULL;
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PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB = NULL;
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PFNGLSHADERSOURCEARBPROC glShaderSourceARB = NULL;
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PFNGLCOMPILESHADERARBPROC glCompileShaderARB = NULL;
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PFNGLSHADERSOURCEARBPROC glShaderSourceARB = NULL;
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PFNGLCOMPILESHADERARBPROC glCompileShaderARB = NULL;
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PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB = NULL;
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PFNGLATTACHOBJECTARBPROC glAttachObjectARB = NULL;
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PFNGLGETINFOLOGARBPROC glGetInfoLogARB = NULL;
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PFNGLLINKPROGRAMARBPROC glLinkProgramARB = NULL;
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PFNGLATTACHOBJECTARBPROC glAttachObjectARB = NULL;
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PFNGLGETINFOLOGARBPROC glGetInfoLogARB = NULL;
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PFNGLLINKPROGRAMARBPROC glLinkProgramARB = NULL;
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PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB = NULL;
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PFNGLGETACTIVEUNIFORMARBPROC glGetActiveUniformARB = NULL;
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PFNGLUNIFORM1FVARBPROC glUniform1fvARB = NULL;
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PFNGLUNIFORM2FVARBPROC glUniform2fvARB = NULL;
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PFNGLUNIFORM3FVARBPROC glUniform3fvARB = NULL;
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PFNGLUNIFORM4FVARBPROC glUniform4fvARB = NULL;
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PFNGLUNIFORM1IVARBPROC glUniform1ivARB = NULL;
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PFNGLUNIFORM2IVARBPROC glUniform2ivARB = NULL;
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PFNGLUNIFORM3IVARBPROC glUniform3ivARB = NULL;
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PFNGLUNIFORM4IVARBPROC glUniform4ivARB = NULL;
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PFNGLGETACTIVEUNIFORMARBPROC glGetActiveUniformARB = NULL;
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PFNGLUNIFORM1FVARBPROC glUniform1fvARB = NULL;
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PFNGLUNIFORM2FVARBPROC glUniform2fvARB = NULL;
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PFNGLUNIFORM3FVARBPROC glUniform3fvARB = NULL;
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PFNGLUNIFORM4FVARBPROC glUniform4fvARB = NULL;
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PFNGLUNIFORM1IVARBPROC glUniform1ivARB = NULL;
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PFNGLUNIFORM2IVARBPROC glUniform2ivARB = NULL;
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PFNGLUNIFORM3IVARBPROC glUniform3ivARB = NULL;
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PFNGLUNIFORM4IVARBPROC glUniform4ivARB = NULL;
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#endif
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@ -115,7 +115,7 @@ void Shader::staticInit()
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_useShaders = true;
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end:
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end:
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#endif
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if (_useShaders)
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@ -228,7 +228,7 @@ void Shader::load(const std::string &file, const std::string &fragFile)
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this->vertFile = file;
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this->fragFile = fragFile;
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char *vertCode = file.length() ? readFile(file) : NULL;
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char *vertCode = file.length() ? readFile(file) : NULL;
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char *fragCode = fragFile.length() ? readFile(fragFile) : NULL;
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loadSrc(vertCode, fragCode);
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@ -329,14 +329,14 @@ void Shader::_setUniform(Uniform *u)
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{
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switch(u->type)
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{
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case GL_FLOAT: glUniform1fvARB(u->location, 1, u->data.f.f); break;
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case GL_FLOAT_VEC2_ARB: glUniform2fvARB(u->location, 1, u->data.f.f); break;
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case GL_FLOAT_VEC3_ARB: glUniform3fvARB(u->location, 1, u->data.f.f); break;
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case GL_FLOAT_VEC4_ARB: glUniform4fvARB(u->location, 1, u->data.f.f); break;
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case GL_INT: glUniform1ivARB(u->location, 1, u->data.i.i); break;
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case GL_INT_VEC2_ARB: glUniform2ivARB(u->location, 1, u->data.i.i); break;
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case GL_INT_VEC3_ARB: glUniform3ivARB(u->location, 1, u->data.i.i); break;
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case GL_INT_VEC4_ARB: glUniform4ivARB(u->location, 1, u->data.i.i); break;
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case GL_FLOAT: glUniform1fvARB(u->location, 1, u->data.f.f); break;
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case GL_FLOAT_VEC2_ARB: glUniform2fvARB(u->location, 1, u->data.f.f); break;
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case GL_FLOAT_VEC3_ARB: glUniform3fvARB(u->location, 1, u->data.f.f); break;
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case GL_FLOAT_VEC4_ARB: glUniform4fvARB(u->location, 1, u->data.f.f); break;
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case GL_INT: glUniform1ivARB(u->location, 1, u->data.i.i); break;
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case GL_INT_VEC2_ARB: glUniform2ivARB(u->location, 1, u->data.i.i); break;
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case GL_INT_VEC3_ARB: glUniform3ivARB(u->location, 1, u->data.i.i); break;
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case GL_INT_VEC4_ARB: glUniform4ivARB(u->location, 1, u->data.i.i); break;
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}
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u->dirty = false;
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}
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@ -432,10 +432,10 @@ void Shader::setInt(const char *name, int x, int y /* = 0 */, int z /* = 0 */, i
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if(unsigned(idx) >= uniforms.size())
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return;
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Uniform& u = uniforms[idx];
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u.data.i.i[0] = x;
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u.data.i.i[1] = y;
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u.data.i.i[2] = z;
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u.data.i.i[3] = w;
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u.data.i.i[0] = x;
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u.data.i.i[1] = y;
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u.data.i.i[2] = z;
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u.data.i.i[3] = w;
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u.dirty = true;
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uniformsDirty = true;
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#endif
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@ -450,10 +450,10 @@ void Shader::setFloat(const char *name, float x, float y /* = 0 */, float z /* =
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if(unsigned(idx) >= uniforms.size())
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return;
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Uniform& u = uniforms[idx];
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u.data.f.f[0] = x;
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u.data.f.f[1] = y;
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u.data.f.f[2] = z;
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u.data.f.f[3] = w;
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u.data.f.f[0] = x;
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u.data.f.f[1] = y;
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u.data.f.f[2] = z;
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u.data.f.f[3] = w;
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u.dirty = true;
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uniformsDirty = true;
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#endif
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