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@ -125,14 +125,7 @@ static bool ImGui_ImplOpenGL3_CreateFontsTexture()
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if (g_IsGLES || g_GlVersion >= 200)
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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// FIXME can compress?
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glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
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#ifndef NDEBUG
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GLint compFlag= 0;
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_COMPRESSED, &compFlag);
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fprintf(stderr, "GL tex compressed: %s\n", compFlag ? "yes" : "no");
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#endif
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, pixels);
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// Store our identifier
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io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
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@ -261,7 +254,7 @@ static bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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"varying vec4 Frag_Color;\n"
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"void main()\n"
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"{\n"
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" gl_FragColor = Frag_Color * vec4(1, 1, 1, texture2D(Texture, Frag_UV.st).a);\n"
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" gl_FragColor = Frag_Color * vec4(1, 1, 1, texture2D(Texture, Frag_UV.st).r);\n"
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"}\n";
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const GLchar* fragment_shader_glsl_130 =
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@ -271,7 +264,7 @@ static bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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"out vec4 Out_Color;\n"
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"void main()\n"
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"{\n"
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" Out_Color = Frag_Color * vec4(1, 1, 1, texture(Texture, Frag_UV.st).a);\n"
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" Out_Color = Frag_Color * vec4(1, 1, 1, texture(Texture, Frag_UV.st).r);\n"
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"}\n";
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const GLchar* fragment_shader_glsl_300_es =
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@ -282,7 +275,7 @@ static bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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"layout (location = 0) out vec4 Out_Color;\n"
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"void main()\n"
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"{\n"
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" Out_Color = Frag_Color * vec4(1, 1, 1, texture(Texture, Frag_UV.st).a);\n"
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" Out_Color = Frag_Color * vec4(1, 1, 1, texture(Texture, Frag_UV.st).r);\n"
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"}\n";
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const GLchar* fragment_shader_glsl_410_core =
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@ -292,7 +285,7 @@ static bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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"layout (location = 0) out vec4 Out_Color;\n"
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"void main()\n"
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"{\n"
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" Out_Color = Frag_Color * vec4(1, 1, 1, texture(Texture, Frag_UV.st).a);\n"
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" Out_Color = Frag_Color * vec4(1, 1, 1, texture(Texture, Frag_UV.st).r);\n"
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"}\n";
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#ifndef NDEBUG
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