Commit f1178162 authored by Luis Penaranda's avatar Luis Penaranda
Browse files

explicitly ask for opengl 2.1, also in shaders

parent 8e1fbd14
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+15 −10
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#ifndef GLINCLUDES_H
#define GLINCLUDES_H

// GLew might not be needed on mac, or if a recent version of OpenGL is present
#ifndef __APPLE__
  #include <GL/glew.h>
  #if (!defined GLEW_VERSION_1_5) || (!defined GL_VERSION_3_1)
    #error GLEW 1.5.2 is required
  #endif
#endif
// TODO: test on mac

#define GL_GLEXT_PROTOTYPES 1
#ifdef __APPLE__
  #include<OpenGL/gl.h>
  #include<OpenGL/glu.h>
  #include<Glut/glut.h>
  #include<OpenGL/glext.h>
  //#include<OpenGL/glext.h>
#else
  //#include <GL/gl.h>
  //#include <GL/glu.h>
  #include <GL/gl.h>
  #include <GL/glu.h>
  #include <GL/glut.h>
  // is glext really needed?
  //#include <GL/glext.h>
#endif

// GLew might not be needed on mac, or if a recent version of OpenGL is present
//#ifndef __APPLE__
  #ifndef GL_VERSION_2_1
    // OpenGL>=2.1 not found, try GLEW
    #include <GL/glew.h>
    #ifndef GLEW_VERSION_2_1
      #error OpenGL 2.1 or GLEW is required
    #endif
  #endif
//#endif

#endif // GLINCLUDES_H
+2 −0
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#version 120

uniform sampler2D diffuse_texture;
varying vec2 texcoord0;
varying vec4 K_color;
+8 −5
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#version 120

varying vec2 texcoord0;
vec4 pos;
float u, v, x, y, z;
varying float r, theta, s;
float lambda, phi;
float extent, scale, vis_mode, center_lambda, center_phi;
varying float zbu,zbv,zblambda,zbr,zbR,zbalpha,zbrho;
varying float zblambda,zbr,zbR,zbalpha,zbrho;

void main(void){

@@ -80,13 +82,14 @@ void main(void){
    }
    else if (vis_mode==6.0) { // Zorin-Barr
        // perspective projection
        zbu = x/(-z);
        zbv = y/(-z);
        u=x/(-z);
        v=y/(-z);
        // Z-B transformation
        // TODO: read zblambda and zbR from the interface
        zblambda=0.1;
        zbR=1.0;
        zbalpha=atan(zbv,zbu);
        zbr=sqrt(zbu*zbu+zbv*zbv);
        zbalpha=atan(v,u);
        zbr=sqrt(u*u+v*v);
        zbrho=(zblambda*zbr/zbR)+(1.0-zblambda)*(zbR*(sqrt(zbr*zbr+1.0)-1.0))/(zbr*(sqrt(zbR*zbR+1.0)-1.0));
        u=zbrho*cos(zbalpha);
        v=zbrho*sin(zbalpha);