large scale renderer rework
- Abstracts all OpenGL functionality including UI objects - Cleans up several rendering codepaths - Improves threading functionality - Removes old code and problematic functions
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@@ -1,8 +1,8 @@
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#version 150
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uniform sampler2D ove_maintex;
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uniform vec2 ove_resolution;
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uniform vec2 ove_viewport;
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uniform vec2 viewport;
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uniform vec3 luma_coeffs;
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uniform float waveform_scale;
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@@ -12,7 +12,7 @@ in vec2 ove_texcoord;
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out vec4 fragColor;
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void main(void) {
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float waveform_height = ceil(waveform_scale * ove_viewport.y);
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float waveform_height = ceil(waveform_scale * viewport.y);
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float quantisation = 1.0 / (waveform_height - 1.0);
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float intensity = 0.10;
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vec4 col = vec4(0.0);
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