| @@ -507,7 +507,7 @@ void DebugQuad::TickDraw(float deltams) | |||||
| * Renders a green sine wave made of 1-pixel points. | * Renders a green sine wave made of 1-pixel points. | ||||
| */ | */ | ||||
| #if !defined ANDROID_NDK && !defined __APPLE__ | #if !defined ANDROID_NDK && !defined __APPLE__ | ||||
| glColor3f(0.0f, 1.0f, 0.0f); | |||||
| glColor4f(0.0f, 1.0f, 0.0f, 1.0f); | |||||
| glPointSize(1.0f); | glPointSize(1.0f); | ||||
| glEnableClientState(GL_VERTEX_ARRAY); | glEnableClientState(GL_VERTEX_ARRAY); | ||||
| @@ -790,9 +790,8 @@ void DebugQuad::TickDraw(float deltams) | |||||
| * | * | ||||
| * Renders an antialiased green sine wave made of 1-pixel points. | * Renders an antialiased green sine wave made of 1-pixel points. | ||||
| */ | */ | ||||
| #if !defined ANDROID_NDK && !defined __APPLE__ | |||||
| #if !defined ANDROID_NDK && !defined __APPLE__ && !defined __CELLOS_LV2__ | |||||
| if (!shader[0]) | if (!shader[0]) | ||||
| #if !defined __CELLOS_LV2__ | |||||
| shader[0] = Shader::Create( | shader[0] = Shader::Create( | ||||
| "#version 120\n" | "#version 120\n" | ||||
| "varying vec4 pass_Color;" | "varying vec4 pass_Color;" | ||||
| @@ -810,29 +809,6 @@ void DebugQuad::TickDraw(float deltams) | |||||
| " float k = max(0.0, 2.0 * (0.5 - sqrt(dot(d, d))));" | " float k = max(0.0, 2.0 * (0.5 - sqrt(dot(d, d))));" | ||||
| " gl_FragColor = vec4(pass_Color.xyz, k);" | " gl_FragColor = vec4(pass_Color.xyz, k);" | ||||
| "}"); | "}"); | ||||
| #else | |||||
| shader[0] = Shader::Create( | |||||
| "void main(float4 in_Position : POSITION," | |||||
| " float2 in_TexCoord : TEXCOORD0," | |||||
| " float4 in_Color : COLOR," | |||||
| " out float4 out_Color : COLOR," | |||||
| " out float4 out_Position : POSITION," | |||||
| " out float2 out_TexCoord : TEXCOORD0)" | |||||
| "{" | |||||
| " out_TexCoord = in_TexCoord;" | |||||
| " out_Color = in_Color;" | |||||
| " out_Position = in_Position;" | |||||
| "}", | |||||
| "void main(float2 in_TexCoord : TEXCOORD0," | |||||
| " float4 in_Color : COLOR," | |||||
| " uniform sampler2D tex," | |||||
| " out float4 out_FragColor : COLOR)" | |||||
| "{" | |||||
| " float4 tmp = tex2D(tex, in_TexCoord * 0.25);" | |||||
| " out_FragColor = float4(abs(tmp.xyz - in_Color.xyz), 1);" | |||||
| "}"); | |||||
| #endif | |||||
| shader[0]->Bind(); | shader[0]->Bind(); | ||||
| shader++; | shader++; | ||||
| @@ -1100,11 +1076,15 @@ void DebugQuad::ResetState() | |||||
| #if defined HAVE_GLBEGIN || defined USE_GLEW || defined __CELLOS_LV2__ | #if defined HAVE_GLBEGIN || defined USE_GLEW || defined __CELLOS_LV2__ | ||||
| glClientActiveTexture(GL_TEXTURE0); | glClientActiveTexture(GL_TEXTURE0); | ||||
| #endif | #endif | ||||
| #if !defined __CELLOS_LV2__ && !defined ANDROID_NDK | |||||
| glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_FALSE); | glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_FALSE); | ||||
| #endif | |||||
| glDisable(GL_TEXTURE_2D); | glDisable(GL_TEXTURE_2D); | ||||
| glDisable(GL_BLEND); | glDisable(GL_BLEND); | ||||
| #if !defined __CELLOS_LV2__ && !defined ANDROID_NDK | |||||
| glDisable(GL_POINT_SPRITE); | glDisable(GL_POINT_SPRITE); | ||||
| #endif | |||||
| glBindBuffer(GL_ARRAY_BUFFER, 0); | glBindBuffer(GL_ARRAY_BUFFER, 0); | ||||
| #if !defined __CELLOS_LV2__ | #if !defined __CELLOS_LV2__ | ||||
| @@ -1114,7 +1094,9 @@ void DebugQuad::ResetState() | |||||
| cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT)); | cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT)); | ||||
| #endif | #endif | ||||
| #if !defined __CELLOS_LV2__ && !defined ANDROID_NDK | |||||
| glDisable(GL_VERTEX_PROGRAM_POINT_SIZE); | glDisable(GL_VERTEX_PROGRAM_POINT_SIZE); | ||||
| #endif | |||||
| } | } | ||||
| } /* namespace lol */ | } /* namespace lol */ | ||||