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Rev 7787 Rev 7793
Line 163... Line 163...
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static GLint tilesheetSize = 0;
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static GLint tilesheetSize = 0;
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static vec2f_t tilesheetHalfTexelSize = { 0.f, 0.f };
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static vec2f_t tilesheetHalfTexelSize = { 0.f, 0.f };
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static int32_t lastbasepal = -1;
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static int32_t lastbasepal = -1;
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static GLuint paletteTextureIDs[MAXBASEPALS];
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static GLuint paletteTextureIDs[MAXBASEPALS];
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static GLuint palswapTextureID = 0;
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static GLuint palswapTextureID = 0;
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extern char const *polymost1Frag;
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extern char const *polymost1Vert;
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static GLuint polymost1CurrentShaderProgramID = 0;
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static GLuint polymost1CurrentShaderProgramID = 0;
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static GLuint polymost1BasicShaderProgramID = 0;
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static GLuint polymost1BasicShaderProgramID = 0;
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static GLuint polymost1ExtendedShaderProgramID = 0;
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static GLuint polymost1ExtendedShaderProgramID = 0;
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static GLint polymost1TexSamplerLoc = -1;
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static GLint polymost1TexSamplerLoc = -1;
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static GLint polymost1PalSwapSamplerLoc = -1;
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static GLint polymost1PalSwapSamplerLoc = -1;
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    tintLoc = glGetUniformLocation(polymost2BasicShaderProgramID, "u_tint");
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    tintLoc = glGetUniformLocation(polymost2BasicShaderProgramID, "u_tint");
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    alphaLoc = glGetUniformLocation(polymost2BasicShaderProgramID, "u_alpha");
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    alphaLoc = glGetUniformLocation(polymost2BasicShaderProgramID, "u_alpha");
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    fogRangeLoc = glGetUniformLocation(polymost2BasicShaderProgramID, "u_fogRange");
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    fogRangeLoc = glGetUniformLocation(polymost2BasicShaderProgramID, "u_fogRange");
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    fogColorLoc = glGetUniformLocation(polymost2BasicShaderProgramID, "u_fogColor");
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    fogColorLoc = glGetUniformLocation(polymost2BasicShaderProgramID, "u_fogColor");
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#include "generated/polymost1Vert.glsl.h"
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#include "generated/polymost1Frag.glsl.h"
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    polymost1ExtendedShaderProgramID = glCreateProgram();
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    polymost1ExtendedShaderProgramID = glCreateProgram();
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    GLuint polymost1BasicVertexShaderID = polymost2_compileShader(GL_VERTEX_SHADER, polymost1Vert);
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    GLuint polymost1BasicVertexShaderID = polymost2_compileShader(GL_VERTEX_SHADER, polymost1Vert);
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    GLuint polymost1ExtendedFragmentShaderID = polymost2_compileShader(GL_FRAGMENT_SHADER, polymost1Frag);
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    GLuint polymost1ExtendedFragmentShaderID = polymost2_compileShader(GL_FRAGMENT_SHADER, polymost1Frag);
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    glAttachShader(polymost1ExtendedShaderProgramID, polymost1BasicVertexShaderID);
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    glAttachShader(polymost1ExtendedShaderProgramID, polymost1BasicVertexShaderID);
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    glAttachShader(polymost1ExtendedShaderProgramID, polymost1ExtendedFragmentShaderID);
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    glAttachShader(polymost1ExtendedShaderProgramID, polymost1ExtendedFragmentShaderID);