1 | #include "ts1.0_inst.h"
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2 | #ifdef WIN32
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3 | #include <windows.h>
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4 | #endif
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5 |
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6 | #if defined(__APPLE__) && defined(__GNUC__)
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7 | #include <OpenGL/gl.h>
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8 | #include "glext.h"
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9 | #else
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10 | #include <GL/gl.h>
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11 | #include <GL/glext.h>
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12 | #endif
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13 | Inst::Inst(int inst, float arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6)
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14 | {
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15 | opcode.word = inst;
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16 | expand = 0;
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17 | args[0] = arg0;
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18 | args[1] = arg1;
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19 | args[2] = arg2;
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20 | args[3] = arg3;
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21 | args[4] = arg4;
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22 | args[5] = arg5;
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23 | args[6] = arg6;
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24 | }
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25 |
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26 | Inst::Inst(int inst, MappedVariablePtr arg0, float arg1, float arg2, float arg3, float arg4, float arg5, float arg6)
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27 | {
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28 | opcode.word = inst;
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29 | expand = arg0->expand;
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30 | args[0] = arg0->var;
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31 | args[1] = arg1;
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32 | args[2] = arg2;
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33 | args[3] = arg3;
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34 | args[4] = arg4;
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35 | args[5] = arg5;
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36 | args[6] = arg6;
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37 | }
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38 |
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39 | void Inst::Invoke()
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40 | {
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41 | switch(opcode.word) {
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42 | case TSP_NOP:
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43 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE);
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44 | break;
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45 | case TSP_TEXTURE_1D:
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46 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_1D);
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47 | break;
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48 | case TSP_TEXTURE_2D:
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49 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
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50 | break;
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51 | #if defined(GL_EXT_texture_rectangle)
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52 | case TSP_TEXTURE_RECTANGLE:
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53 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_RECTANGLE_EXT);
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54 | break;
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55 | #elif defined(GL_NV_texture_rectangle)
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56 | case TSP_TEXTURE_RECTANGLE:
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57 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_RECTANGLE_NV);
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58 | break;
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59 | #else
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60 | case TSP_TEXTURE_RECTANGLE:
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61 | break;
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62 | #endif
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63 | case TSP_TEXTURE_3D:
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64 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_3D);
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65 | break;
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66 | case TSP_TEXTURE_CUBE_MAP:
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67 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_CUBE_MAP_ARB);
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68 | break;
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69 | case TSP_CULL_FRAGMENT:
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70 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_CULL_FRAGMENT_NV);
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71 | glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_CULL_MODES_NV, &args[0]);
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72 | break;
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73 | case TSP_PASS_THROUGH:
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74 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_PASS_THROUGH_NV);
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75 | break;
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76 | case TSP_OFFSET_2D_SCALE:
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77 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_SCALE_NV);
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78 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
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79 | glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[1]);
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80 | glTexEnvf(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_SCALE_NV, args[5]);
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81 | glTexEnvf(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_BIAS_NV, args[6]);
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82 | break;
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83 | case TSP_OFFSET_2D:
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84 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
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85 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
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86 | glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[1]);
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87 | break;
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88 | case TSP_OFFSET_RECTANGLE_SCALE:
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89 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_RECTANGLE_SCALE_NV);
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90 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
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91 | glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[1]);
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92 | glTexEnvf(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_SCALE_NV, args[5]);
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93 | glTexEnvf(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_BIAS_NV, args[6]);
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94 | break;
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95 | case TSP_OFFSET_RECTANGLE:
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96 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_RECTANGLE_NV);
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97 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
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98 | glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[1]);
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99 | break;
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100 | case TSP_DEPENDENT_AR:
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101 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DEPENDENT_AR_TEXTURE_2D_NV);
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102 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
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103 | break;
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104 | case TSP_DEPENDENT_GB:
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105 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DEPENDENT_GB_TEXTURE_2D_NV);
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106 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
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107 | break;
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108 | case TSP_DOT_PRODUCT_2D_1_OF_2:
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109 | if (expand)
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110 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
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111 | else
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112 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
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113 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV);
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114 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
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115 | break;
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116 | case TSP_DOT_PRODUCT_2D_2_OF_2:
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117 | if (expand)
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118 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
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119 | else
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120 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
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121 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_TEXTURE_2D_NV);
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122 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
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123 | break;
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124 | case TSP_DOT_PRODUCT_RECTANGLE_1_OF_2:
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125 | if (expand)
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126 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
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127 | else
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128 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
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129 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV);
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130 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
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131 | break;
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132 | case TSP_DOT_PRODUCT_RECTANGLE_2_OF_2:
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133 | if (expand)
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134 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
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135 | else
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136 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
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137 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_TEXTURE_RECTANGLE_NV);
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138 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
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139 | break;
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140 | case TSP_DOT_PRODUCT_DEPTH_REPLACE_1_OF_2:
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141 | if (expand)
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142 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
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143 | else
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144 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
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145 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV);
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146 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
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147 | break;
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148 | case TSP_DOT_PRODUCT_DEPTH_REPLACE_2_OF_2:
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149 | if (expand)
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150 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
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151 | else
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152 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
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153 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_DEPTH_REPLACE_NV);
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154 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
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155 | break;
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156 | case TSP_DOT_PRODUCT_3D_1_OF_3:
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157 | if (expand)
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158 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
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159 | else
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160 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
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161 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV);
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162 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
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163 | break;
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164 | case TSP_DOT_PRODUCT_3D_2_OF_3:
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165 | if (expand)
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166 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
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167 | else
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168 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
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169 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV);
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170 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
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171 | break;
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172 | case TSP_DOT_PRODUCT_3D_3_OF_3:
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173 | if (expand)
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174 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
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175 | else
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176 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
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177 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_TEXTURE_2D_NV);
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178 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
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179 | break;
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180 | case TSP_DOT_PRODUCT_CUBE_MAP_1_OF_3:
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181 | if (expand)
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182 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
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183 | else
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184 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
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185 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV);
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186 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
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187 | break;
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188 | case TSP_DOT_PRODUCT_CUBE_MAP_2_OF_3:
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189 | if (expand)
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190 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
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191 | else
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192 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
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193 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV);
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194 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
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195 | break;
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196 | case TSP_DOT_PRODUCT_CUBE_MAP_3_OF_3:
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197 | if (expand)
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198 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
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199 | else
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200 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
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201 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_TEXTURE_CUBE_MAP_NV);
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202 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
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203 | break;
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204 | case TSP_DOT_PRODUCT_REFLECT_CUBE_MAP_EYE_FROM_QS_1_OF_3:
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205 | if (expand)
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206 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
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207 | else
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208 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
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209 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV);
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210 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
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211 | break;
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212 | case TSP_DOT_PRODUCT_REFLECT_CUBE_MAP_EYE_FROM_QS_2_OF_3:
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213 | if (expand)
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214 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
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215 | else
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216 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
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217 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV);
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218 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
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219 | break;
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220 | case TSP_DOT_PRODUCT_REFLECT_CUBE_MAP_EYE_FROM_QS_3_OF_3:
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221 | if (expand)
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222 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
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223 | else
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224 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
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225 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV);
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226 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
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227 | break;
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228 | case TSP_DOT_PRODUCT_REFLECT_CUBE_MAP_CONST_EYE_1_OF_3:
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229 | if (expand)
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230 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
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231 | else
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232 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
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233 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV);
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234 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
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235 | break;
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236 | case TSP_DOT_PRODUCT_REFLECT_CUBE_MAP_CONST_EYE_2_OF_3:
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237 | if (expand)
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238 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
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239 | else
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240 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
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241 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV);
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242 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
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243 | break;
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244 | case TSP_DOT_PRODUCT_REFLECT_CUBE_MAP_CONST_EYE_3_OF_3:
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245 | if (expand)
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246 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
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247 | else
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248 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
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249 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV);
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250 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
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251 | glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_CONST_EYE_NV, &args[1]);
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252 | break;
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253 | case TSP_DOT_PRODUCT_CUBE_MAP_AND_REFLECT_CUBE_MAP_EYE_FROM_QS_1_OF_3:
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254 | if (expand)
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255 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
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256 | else
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257 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
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258 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV);
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259 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
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260 | break;
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261 | case TSP_DOT_PRODUCT_CUBE_MAP_AND_REFLECT_CUBE_MAP_EYE_FROM_QS_2_OF_3:
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262 | if (expand)
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263 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
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264 | else
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265 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
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266 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV);
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267 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
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268 | break;
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269 | case TSP_DOT_PRODUCT_CUBE_MAP_AND_REFLECT_CUBE_MAP_EYE_FROM_QS_3_OF_3:
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270 | if (expand)
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271 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
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272 | else
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273 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
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274 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV);
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275 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
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276 | break;
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277 | case TSP_DOT_PRODUCT_CUBE_MAP_AND_REFLECT_CUBE_MAP_CONST_EYE_1_OF_3:
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278 | if (expand)
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279 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
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280 | else
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281 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
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282 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV);
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283 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
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284 | break;
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285 | case TSP_DOT_PRODUCT_CUBE_MAP_AND_REFLECT_CUBE_MAP_CONST_EYE_2_OF_3:
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286 | if (expand)
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287 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
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288 | else
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289 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
|
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290 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV);
|
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291 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
|
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292 | break;
|
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293 | case TSP_DOT_PRODUCT_CUBE_MAP_AND_REFLECT_CUBE_MAP_CONST_EYE_3_OF_3:
|
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294 | if (expand)
|
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295 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
|
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296 | else
|
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297 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
|
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298 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV);
|
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299 | glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
|
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300 | glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_CONST_EYE_NV, &args[1]);
|
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301 | break;
|
---|
302 | }
|
---|
303 | }
|
---|