FIXED RAINBOW GLITCH!!!
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@ -60,6 +60,7 @@ import de.cuina.fireandfuel.CodecJLayerMP3;
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import net.lax1dude.eaglercraft.AssetRepository;
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import net.lax1dude.eaglercraft.EarlyLoadScreen;
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import net.lax1dude.eaglercraft.ServerQuery;
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import net.lax1dude.eaglercraft.adapter.EaglerAdapterImpl2.ProgramGL;
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import net.lax1dude.eaglercraft.adapter.lwjgl.GameWindowListener;
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import net.minecraft.src.MathHelper;
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import paulscode.sound.SoundSystem;
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@ -593,6 +594,9 @@ public class EaglerAdapterImpl2 {
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public static final float _wglGetTexParameterf(int p1) {
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return GL11.glGetTexParameterf(GL11.GL_TEXTURE_2D, p1);
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}
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public static final int _wglGetAttribLocation(ProgramGL p1, String p2) {
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return GL20.glGetAttribLocation(p1.obj, p2);
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}
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// =======================================================================================
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@ -55,6 +55,7 @@ public class EarlyLoadScreen {
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_wglAttachShader(program, vert);
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_wglAttachShader(program, frag);
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_wglBindAttributeLocation(program, 0, "a_pos");
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_wglLinkProgram(program);
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_wglDetachShader(program, vert);
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_wglDetachShader(program, frag);
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@ -68,7 +69,6 @@ public class EarlyLoadScreen {
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}
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_wglUseProgram(program);
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_wglBindAttributeLocation(program, 0, "a_pos");
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_wglUniform1i(_wglGetUniformLocation(program, "tex"), 0);
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int width = getCanvasWidth();
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@ -426,6 +426,7 @@ public class EffectPipeline {
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_wglAttachShader(prog, pvert_shader);
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_wglAttachShader(prog, f);
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_wglBindAttributeLocation(prog, 0, "a_pos");
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_wglLinkProgram(prog);
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_wglDetachShader(prog, pvert_shader);
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_wglDetachShader(prog, f);
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@ -444,7 +445,6 @@ public class EffectPipeline {
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UniformGL d = _wglGetUniformLocation(prog, "f_depth");
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if(d != null) _wglUniform1i(d, 1);
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_wglBindAttributeLocation(prog, 0, "a_pos");
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if(_wglGetUniformLocation(prog, "ssao_kernel[0]") != null) {
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EaglercraftRandom r = new EaglercraftRandom("eeeaglerrENOPHILEr".hashCode());
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@ -200,6 +200,38 @@ public class FixedFunctionShader {
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globject = _wglCreateProgram();
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_wglAttachShader(globject, v);
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_wglAttachShader(globject, f);
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int i = 0;
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a_position = i++;
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_wglBindAttributeLocation(globject, a_position, "a_position");
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if(enable_texture0) {
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a_texture0 = i++;
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_wglBindAttributeLocation(globject, a_texture0, "a_texture0");
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}else {
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a_texture0 = -1;
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}
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if(enable_color) {
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a_color = i++;
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_wglBindAttributeLocation(globject, a_color, "a_color");
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}else {
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a_color = -1;
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}
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if(enable_normal) {
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a_normal = i++;
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_wglBindAttributeLocation(globject, a_normal, "a_normal");
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}else {
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a_normal = -1;
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}
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if(enable_texture1) {
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a_texture1 = i++;
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_wglBindAttributeLocation(globject, a_texture1, "a_texture1");
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}else {
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a_texture1 = -1;
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}
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attributeIndexesToEnable = i;
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_wglLinkProgram(globject);
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_wglDetachShader(globject, v);
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@ -263,37 +295,6 @@ public class FixedFunctionShader {
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u_texCoordV0 = _wglGetUniformLocation(globject, "texCoordV0");
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u_texCoordV1 = _wglGetUniformLocation(globject, "texCoordV1");
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int i = 0;
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a_position = i++;
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_wglBindAttributeLocation(globject, a_position, "a_position");
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if(enable_texture0) {
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a_texture0 = i++;
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_wglBindAttributeLocation(globject, a_texture0, "a_texture0");
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}else {
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a_texture0 = -1;
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}
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if(enable_color) {
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a_color = i++;
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_wglBindAttributeLocation(globject, a_color, "a_color");
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}else {
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a_color = -1;
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}
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if(enable_normal) {
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a_normal = i++;
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_wglBindAttributeLocation(globject, a_normal, "a_normal");
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}else {
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a_normal = -1;
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}
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if(enable_texture1) {
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a_texture1 = i++;
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_wglBindAttributeLocation(globject, a_texture1, "a_texture1");
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}else {
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a_texture1 = -1;
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}
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attributeIndexesToEnable = i;
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genericArray = _wglCreateVertexArray();
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genericBuffer = _wglCreateBuffer();
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_wglBindVertexArray(genericArray);
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