Commit Graph

9 Commits

Author SHA1 Message Date
Jonas Kulla a53163660f Shader: Refine preprocessing on GLES platform
Don't globally set float precision to mediump, only fragment
shaders need that and defining it for vertex shaders causes
tilemap cracks.

Also manually define low precision for variables that hold
color / alpha values.
2014-12-31 18:52:19 +01:00
Jonas Kulla 1b0eb2797d BltShader: Correct algorithm as provided my /cremno
The color calculation is now actually 99% correct!
Fixes #14.
2014-01-31 10:08:05 +01:00
Jonas Kulla 3a5c4eba52 BltShader: More hacks! Yay!
Seriously, I'm about to kill myself over this..
Not even gonna bother with math-if optimization.
2013-12-20 07:40:34 +01:00
Jonas Kulla b756fa5526 Shader: Fix compile issue (thanks again Mesa!) 2013-11-02 15:27:51 +01:00
Jonas Kulla 906f9fae17 BitmapBlitShader: Try a bit harder
It's not really perfect yet, but it looks a lot closer
to what was there before.
2013-10-22 06:40:24 +02:00
Jonas Kulla 19c30e3ddd Fix shader code. Thanks Mesa!
On the other hand, the kind of shit fglrx
just lets through boggles the mind.
2013-10-02 15:00:17 +02:00
Jonas Kulla 9e63fb6b64 Remove the remaining bits of deprecated GL usage
The drawing is now completely shader based, which makes away
with all usage of the depracted matrix stack. This also allows
us to do things like simple translations and texture coordinate
translation directly instead of doing everything indirectly
through matrices.

Fixed vertex attributes ('vertexPointer()' etc) are also
replaced with user defined attribute arrays.
2013-09-23 07:50:22 +02:00
Jonas Kulla 494fbccb6e Remove unused code 2013-09-01 18:17:19 +02:00
Jonas Kulla ff25887f41 Initial commit 2013-09-01 16:27:21 +02:00