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https://github.com/SquidDev-CC/CC-Tweaked
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Merge pull request #560 from Lemmmy/lemmmy/fix-monitor-tbo
Fix TBO normalisation issues on old GPUs
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commit
6734af6e4a
@ -69,7 +69,7 @@ public final class ClientMonitor extends ClientTerminal
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GL15.glBufferData( GL31.GL_TEXTURE_BUFFER, 0, GL15.GL_STATIC_DRAW );
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GL15.glBufferData( GL31.GL_TEXTURE_BUFFER, 0, GL15.GL_STATIC_DRAW );
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tboTexture = GlStateManager.genTexture();
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tboTexture = GlStateManager.genTexture();
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GL11.glBindTexture( GL31.GL_TEXTURE_BUFFER, tboTexture );
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GL11.glBindTexture( GL31.GL_TEXTURE_BUFFER, tboTexture );
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GL31.glTexBuffer( GL31.GL_TEXTURE_BUFFER, GL30.GL_R8, tboBuffer );
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GL31.glTexBuffer( GL31.GL_TEXTURE_BUFFER, GL30.GL_R8UI, tboBuffer );
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GL11.glBindTexture( GL31.GL_TEXTURE_BUFFER, 0 );
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GL11.glBindTexture( GL31.GL_TEXTURE_BUFFER, 0 );
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GlStateManager.bindBuffer( GL31.GL_TEXTURE_BUFFER, 0 );
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GlStateManager.bindBuffer( GL31.GL_TEXTURE_BUFFER, 0 );
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@ -6,7 +6,7 @@
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uniform sampler2D u_font;
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uniform sampler2D u_font;
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uniform int u_width;
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uniform int u_width;
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uniform int u_height;
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uniform int u_height;
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uniform samplerBuffer u_tbo;
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uniform usamplerBuffer u_tbo;
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uniform vec3 u_palette[16];
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uniform vec3 u_palette[16];
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in vec2 f_pos;
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in vec2 f_pos;
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@ -30,9 +30,9 @@ void main() {
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vec2 outside = step(vec2(0.0, 0.0), vec2(cell)) * step(vec2(cell), vec2(float(u_width) - 1.0, float(u_height) - 1.0));
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vec2 outside = step(vec2(0.0, 0.0), vec2(cell)) * step(vec2(cell), vec2(float(u_width) - 1.0, float(u_height) - 1.0));
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float mult = outside.x * outside.y;
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float mult = outside.x * outside.y;
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int character = int(texelFetch(u_tbo, index).r * 255.0);
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int character = int(texelFetch(u_tbo, index).r);
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int fg = int(texelFetch(u_tbo, index + 1).r * 255.0);
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int fg = int(texelFetch(u_tbo, index + 1).r);
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int bg = int(texelFetch(u_tbo, index + 2).r * 255.0);
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int bg = int(texelFetch(u_tbo, index + 2).r);
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vec2 pos = (term_pos - corner) * vec2(FONT_WIDTH, FONT_HEIGHT);
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vec2 pos = (term_pos - corner) * vec2(FONT_WIDTH, FONT_HEIGHT);
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vec4 img = texture(u_font, (texture_corner(character) + pos) / 256.0);
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vec4 img = texture(u_font, (texture_corner(character) + pos) / 256.0);
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