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Regard whitespace Rev 6333 → Rev 6334

/contrib/sdk/sources/pixlib-3/pxgl.c
362,7 → 362,7
" tex_coord = v_texcoord0.xy;\n"
"}\n";
 
const char *fs_rgba =
const char *fs_i965 =
"uniform sampler2D tex_rgba;\n"
"uniform sampler2D tex_mask;\n"
"varying vec2 tex_coord;\n"
372,8 → 372,20
" gl_FragColor = vec4(texture2D(tex_rgba, tex_coord).rgb, ca);\n"
"}\n";
 
const char *fs_i915 =
"uniform sampler2D tex_rgba;\n"
"uniform sampler2D tex_mask;\n"
"varying vec2 tex_coord;\n"
"void main()\n"
"{\n"
" float ca = texture2D(tex_mask, tex_coord).a;\n"
" gl_FragColor = vec4(texture2D(tex_rgba, tex_coord).rgb, ca);\n"
"}\n";
 
GLuint prog;
GLint vs_shader, fs_shader;
const char *fs_src;
char *drv_name;
int ret;
 
prog = glCreateProgram();
384,7 → 396,16
if(vs_shader == 0)
goto err;
 
fs_shader = create_shader(GL_FRAGMENT_SHADER, fs_rgba);
drv_name = (char*)glGetString(0x1F04);
printf("Render: %s\n", drv_name);
 
if(strstr(drv_name, "i965"))
fs_src = fs_i965;
else if(strstr(drv_name, "i915"))
fs_src = fs_i915;
else fs_src = NULL;
 
fs_shader = create_shader(GL_FRAGMENT_SHADER, fs_src);
if(fs_shader == 0)
goto err;