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https://github.com/love2d/love.git
synced 2026-08-16 00:02:12 +02:00
Fixed per-vertex colors (e.g. spritebatch colors) improperly applying gamma correction when the default shader is used and gamma correction is requested but not supported on OpenGL ES.
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@@ -317,18 +317,20 @@ bool Graphics::setMode(int width, int height)
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pixelSizeStack.reserve(5);
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pixelSizeStack.push_back(1);
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int gammacorrect = isGammaCorrect() ? 1 : 0;
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// We always need a default shader.
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if (!Shader::defaultShader)
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{
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Renderer renderer = GLAD_ES_VERSION_2_0 ? RENDERER_OPENGLES : RENDERER_OPENGL;
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Shader::defaultShader = newShader(Shader::defaultCode[renderer]);
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Shader::defaultShader = newShader(Shader::defaultCode[renderer][gammacorrect]);
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}
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// and a default video shader.
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if (!Shader::defaultVideoShader)
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{
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Renderer renderer = GLAD_ES_VERSION_2_0 ? RENDERER_OPENGLES : RENDERER_OPENGL;
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Shader::defaultVideoShader = newShader(Shader::defaultVideoCode[renderer]);
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Shader::defaultVideoShader = newShader(Shader::defaultVideoCode[renderer][gammacorrect]);
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}
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// A shader should always be active, but the default shader shouldn't be
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@@ -66,8 +66,8 @@ Shader *Shader::current = nullptr;
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Shader *Shader::defaultShader = nullptr;
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Shader *Shader::defaultVideoShader = nullptr;
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Shader::ShaderSource Shader::defaultCode[Graphics::RENDERER_MAX_ENUM];
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Shader::ShaderSource Shader::defaultVideoCode[Graphics::RENDERER_MAX_ENUM];
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Shader::ShaderSource Shader::defaultCode[Graphics::RENDERER_MAX_ENUM][2];
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Shader::ShaderSource Shader::defaultVideoCode[Graphics::RENDERER_MAX_ENUM][2];
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std::vector<int> Shader::textureCounters;
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@@ -250,9 +250,10 @@ bool Shader::loadVolatile()
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std::vector<GLuint> shaderids;
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const ShaderSource *defaults = &defaultCode[Graphics::RENDERER_OPENGL];
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bool gammacorrect = graphics::isGammaCorrect();
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const ShaderSource *defaults = &defaultCode[Graphics::RENDERER_OPENGL][gammacorrect ? 1 : 0];
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if (GLAD_ES_VERSION_2_0)
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defaults = &defaultCode[Graphics::RENDERER_OPENGLES];
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defaults = &defaultCode[Graphics::RENDERER_OPENGLES][gammacorrect ? 1 : 0];
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// The shader program must have both vertex and pixel shader stages.
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const std::string &vertexcode = shaderSource.vertex.empty() ? defaults->vertex : shaderSource.vertex;
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@@ -95,8 +95,8 @@ public:
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static Shader *defaultVideoShader;
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// Default shader code (a shader is always required internally.)
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static ShaderSource defaultCode[Graphics::RENDERER_MAX_ENUM];
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static ShaderSource defaultVideoCode[Graphics::RENDERER_MAX_ENUM];
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static ShaderSource defaultCode[Graphics::RENDERER_MAX_ENUM][2];
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static ShaderSource defaultVideoCode[Graphics::RENDERER_MAX_ENUM][2];
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/**
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* Creates a new Shader using a list of source codes.
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@@ -1346,41 +1346,36 @@ int w_getShader(lua_State *L)
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int w_setDefaultShaderCode(lua_State *L)
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{
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luaL_checktype(L, 1, LUA_TTABLE);
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luaL_checktype(L, 2, LUA_TTABLE);
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lua_getfield(L, 1, "opengl");
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lua_rawgeti(L, -1, 1);
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lua_rawgeti(L, -2, 2);
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lua_rawgeti(L, -3, 3);
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for (int i = 0; i < 2; i++)
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{
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bool gammacorrect = i > 0;
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Shader::ShaderSource openglcode;
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openglcode.vertex = luax_checkstring(L, -3);
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openglcode.pixel = luax_checkstring(L, -2);
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for (int renderer = 0; renderer < Graphics::RENDERER_MAX_ENUM; renderer++)
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{
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const char *lang = renderer == Graphics::RENDERER_OPENGLES ? "glsles" : "glsl";
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Shader::ShaderSource openglVideocode;
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openglVideocode.vertex = luax_checkstring(L, -3);
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openglVideocode.pixel = luax_checkstring(L, -1);
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lua_getfield(L, i + 1, lang);
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lua_pop(L, 4);
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lua_getfield(L, -1, "vertex");
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lua_getfield(L, -2, "pixel");
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lua_getfield(L, -3, "videopixel");
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lua_getfield(L, 1, "opengles");
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lua_rawgeti(L, -1, 1);
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lua_rawgeti(L, -2, 2);
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lua_rawgeti(L, -3, 3);
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Shader::ShaderSource code;
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code.vertex = luax_checkstring(L, -3);
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code.pixel = luax_checkstring(L, -2);
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Shader::ShaderSource openglescode;
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openglescode.vertex = luax_checkstring(L, -3);
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openglescode.pixel = luax_checkstring(L, -2);
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Shader::ShaderSource videocode;
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videocode.vertex = luax_checkstring(L, -3);
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videocode.pixel = luax_checkstring(L, -1);
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Shader::ShaderSource openglesVideocode;
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openglesVideocode.vertex = luax_checkstring(L, -3);
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openglesVideocode.pixel = luax_checkstring(L, -1);
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lua_pop(L, 4);
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lua_pop(L, 4);
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Shader::defaultCode[Graphics::RENDERER_OPENGL] = openglcode;
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Shader::defaultCode[Graphics::RENDERER_OPENGLES] = openglescode;
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Shader::defaultVideoCode[Graphics::RENDERER_OPENGL] = openglVideocode;
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Shader::defaultVideoCode[Graphics::RENDERER_OPENGLES] = openglesVideocode;
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Shader::defaultCode[renderer][i] = code;
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Shader::defaultVideoCode[renderer][i] = videocode;
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}
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}
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return 0;
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}
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@@ -23,6 +23,7 @@ misrepresented as being the original software.
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--]]
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local table_concat = table.concat
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local ipairs = ipairs
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-- SHADERS
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@@ -139,6 +140,8 @@ varying vec4 VaryingColor;
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uniform mediump float love_PointSize;
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#endif]],
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FUNCTIONS = "",
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FOOTER = [[
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void main() {
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VaryingTexCoord = VertexTexCoord;
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@@ -210,33 +213,21 @@ void main() {
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}]],
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}
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local function createVertexCode(vertexcode, lang)
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local vertexcodes = {
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local function createShaderStageCode(stage, code, lang, gammacorrect, multicanvas)
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stage = stage:upper()
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local lines = {
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lang == "glsles" and GLSL.VERSION_ES or GLSL.VERSION,
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GLSL.SYNTAX,
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love.graphics.isGammaCorrect() and "#define LOVE_GAMMA_CORRECT 1" or "",
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GLSL.VERTEX.HEADER, GLSL.UNIFORMS,
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gammacorrect and "#define LOVE_GAMMA_CORRECT 1" or "",
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GLSL[stage].HEADER,
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GLSL.UNIFORMS,
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GLSL.FUNCTIONS,
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GLSL[stage].FUNCTIONS,
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lang == "glsles" and "#line 1" or "#line 0",
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vertexcode,
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GLSL.VERTEX.FOOTER,
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code,
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multicanvas and GLSL[stage].FOOTER_MULTI_CANVAS or GLSL[stage].FOOTER,
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}
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return table_concat(vertexcodes, "\n")
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end
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local function createPixelCode(pixelcode, is_multicanvas, lang)
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local pixelcodes = {
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lang == "glsles" and GLSL.VERSION_ES or GLSL.VERSION,
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GLSL.SYNTAX,
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love.graphics.isGammaCorrect() and "#define LOVE_GAMMA_CORRECT 1" or "",
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GLSL.PIXEL.HEADER, GLSL.UNIFORMS,
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GLSL.FUNCTIONS,
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GLSL.PIXEL.FUNCTIONS,
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lang == "glsles" and "#line 1" or "#line 0",
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pixelcode,
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is_multicanvas and GLSL.PIXEL.FOOTER_MULTI_CANVAS or GLSL.PIXEL.FOOTER,
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}
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return table_concat(pixelcodes, "\n")
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return table_concat(lines, "\n")
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end
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local function isVertexCode(code)
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@@ -258,11 +249,6 @@ function love.graphics._shaderCodeToGLSL(arg1, arg2)
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local vertexcode, pixelcode
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local is_multicanvas = false -- whether pixel code has "effects" function instead of "effect"
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local lang = "glsl"
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if (love.graphics.getRendererInfo()) == "OpenGL ES" then
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lang = "glsles"
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end
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if arg1 then
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if isVertexCode(arg1) then
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vertexcode = arg1 -- first arg contains vertex shader code
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@@ -287,11 +273,18 @@ function love.graphics._shaderCodeToGLSL(arg1, arg2)
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end
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end
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local lang = "glsl"
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if love.graphics.getRendererInfo() == "OpenGL ES" then
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lang = "glsles"
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end
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local gammacorrect = love.graphics.isGammaCorrect()
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if vertexcode then
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vertexcode = createVertexCode(vertexcode, lang)
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vertexcode = createShaderStageCode("VERTEX", vertexcode, lang, gammacorrect)
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end
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if pixelcode then
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pixelcode = createPixelCode(pixelcode, is_multicanvas, lang)
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pixelcode = createShaderStageCode("PIXEL", pixelcode, lang, gammacorrect, is_multicanvas)
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end
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return vertexcode, pixelcode
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@@ -339,20 +332,21 @@ vec4 effect(mediump vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
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}]],
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}
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local defaults = {
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opengl = {
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createVertexCode(defaultcode.vertex, "glsl"),
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createPixelCode(defaultcode.pixel, false, "glsl"),
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createPixelCode(defaultcode.videopixel, false, "glsl"),
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},
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opengles = {
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createVertexCode(defaultcode.vertex, "glsles"),
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createPixelCode(defaultcode.pixel, false, "glsles"),
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createPixelCode(defaultcode.videopixel, false, "glsles"),
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},
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}
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local defaults = {}
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local defaults_gammacorrect = {}
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love.graphics._setDefaultShaderCode(defaults)
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for _, lang in ipairs{"glsl", "glsles"} do
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for _, gammacorrect in ipairs{false, true} do
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local t = gammacorrect and defaults_gammacorrect or defaults
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t[lang] = {
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vertex = createShaderStageCode("VERTEX", defaultcode.vertex, lang, gammacorrect),
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pixel = createShaderStageCode("PIXEL", defaultcode.pixel, lang, gammacorrect, false),
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videopixel = createShaderStageCode("PIXEL", defaultcode.videopixel, lang, gammacorrect, false),
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}
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end
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end
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love.graphics._setDefaultShaderCode(defaults, defaults_gammacorrect)
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function love.graphics.newVideo(file, loadaudio)
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local video = love.graphics._newVideo(file)
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