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https://github.com/gnif/LookingGlass.git
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[client] egl: added splash screen rendering
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240
client/renderers/egl/splash.c
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240
client/renderers/egl/splash.c
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/*
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Looking Glass - KVM FrameRelay (KVMFR) Client
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Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
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https://looking-glass.hostfission.com
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This program is free software; you can redistribute it and/or modify it under
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cahe terms of the GNU General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
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PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "splash.h"
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#include "debug.h"
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#include "utils.h"
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#include "draw.h"
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#include "texture.h"
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#include "shader.h"
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#include "model.h"
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#include <GL/gl.h>
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#include <stdlib.h>
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#include <string.h>
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#include <math.h>
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struct EGL_Splash
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{
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EGL_Shader * bgShader;
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EGL_Model * bg;
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EGL_Shader * logoShader;
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EGL_Model * logo;
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// uniforms
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GLint uBGAlpha;
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GLint uScale;
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};
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static const char vertex_bgShader[] = "\
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#version 300 es\n\
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\
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layout(location = 0) in vec3 vertexPosition_modelspace;\
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\
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uniform float alpha;\
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\
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out highp vec3 pos; \
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out highp float a; \
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\
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void main()\
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{\
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gl_Position.xyz = vertexPosition_modelspace; \
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gl_Position.w = 1.0; \
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\
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pos = vertexPosition_modelspace; \
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a = alpha; \
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}\
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";
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static const char frag_bgShader[] = "\
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#version 300 es\n\
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\
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in highp vec3 pos;\
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in highp float a;\
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out highp vec4 color;\
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\
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uniform sampler2D sampler1;\
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\
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void main()\
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{\
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highp float d = 1.0 - sqrt(pos.x * pos.x + pos.y * pos.y) / 2.0; \
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color = vec4(0.234375 * d, 0.015625f * d, 0.425781f * d, a); \
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}\
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";
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static const char vertex_logoShader[] = "\
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#version 300 es\n\
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\
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layout(location = 0) in vec3 vertexPosition_modelspace;\
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\
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uniform vec2 scale;\
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\
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out highp float a; \
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\
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void main()\
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{\
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gl_Position.xyz = vertexPosition_modelspace; \
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gl_Position.y *= scale.y; \
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gl_Position.w = 1.0; \
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\
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a = scale.x; \
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}\
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";
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static const char frag_logoShader[] = "\
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#version 300 es\n\
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\
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out highp vec4 color;\
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in highp float a;\
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\
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uniform sampler2D sampler1;\
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\
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void main()\
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{\
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color = vec4(1.0, 1.0, 1.0, a);\
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}\
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";
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bool egl_splash_init(EGL_Splash ** splash)
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{
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*splash = (EGL_Splash *)malloc(sizeof(EGL_Splash));
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if (!*splash)
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{
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DEBUG_ERROR("Failed to malloc EGL_Splash");
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return false;
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}
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memset(*splash, 0, sizeof(EGL_Splash));
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if (!egl_shader_init(&(*splash)->bgShader))
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{
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DEBUG_ERROR("Failed to initialize the splash bgShader");
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return false;
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}
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if (!egl_shader_compile((*splash)->bgShader,
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vertex_bgShader, sizeof(vertex_bgShader),
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frag_bgShader , sizeof(frag_bgShader )))
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{
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DEBUG_ERROR("Failed to compile the splash bgShader");
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return false;
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}
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(*splash)->uBGAlpha = egl_shader_get_uniform_location((*splash)->bgShader, "alpha");
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if (!egl_model_init(&(*splash)->bg))
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{
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DEBUG_ERROR("Failed to intiailize the splash bg model");
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return false;
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}
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egl_model_set_default((*splash)->bg);
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if (!egl_shader_init(&(*splash)->logoShader))
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{
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DEBUG_ERROR("Failed to initialize the splash logoShader");
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return false;
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}
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if (!egl_shader_compile((*splash)->logoShader,
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vertex_logoShader, sizeof(vertex_logoShader),
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frag_logoShader , sizeof(frag_logoShader )))
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{
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DEBUG_ERROR("Failed to compile the splash logoShader");
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return false;
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}
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(*splash)->uScale = egl_shader_get_uniform_location((*splash)->logoShader, "scale");
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if (!egl_model_init(&(*splash)->logo))
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{
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DEBUG_ERROR("Failed to intiailize the splash model");
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return false;
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}
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/* build the splash model */
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#define P(x) ((1.0f/800.0f)*(float)(x))
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egl_draw_torus_arc((*splash)->logo, 30, P( 0 ), P(0), P(102), P(98), 0.0f, -M_PI);
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egl_draw_torus ((*splash)->logo, 30, P(-100), P(4), P(8 ), P(4 ));
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egl_draw_torus ((*splash)->logo, 30, P( 100), P(4), P(8 ), P(4 ));
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egl_draw_torus ((*splash)->logo, 60, P(0), P(0), P(83), P(79));
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egl_draw_torus ((*splash)->logo, 60, P(0), P(0), P(67), P(63));
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static const GLfloat lines[][12] =
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{
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{
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P( -2), P(-140), 0.0f,
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P( -2), P(-100), 0.0f,
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P( 2), P(-140), 0.0f,
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P( 2), P(-100), 0.0f
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},
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{
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P(-26), P(-144), 0.0f,
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P(-26), P(-140), 0.0f,
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P( 26), P(-144), 0.0f,
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P( 26), P(-140), 0.0f
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},
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{
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P(-40), P(-156), 0.0f,
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P(-40), P(-152), 0.0f,
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P( 40), P(-156), 0.0f,
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P( 40), P(-152), 0.0f
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}
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};
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egl_model_add_verticies((*splash)->logo, lines[0], NULL, 4);
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egl_model_add_verticies((*splash)->logo, lines[1], NULL, 4);
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egl_model_add_verticies((*splash)->logo, lines[2], NULL, 4);
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egl_draw_torus_arc((*splash)->logo, 10, P(-26), P(-154), P(10), P(14), M_PI , -M_PI / 2.0);
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egl_draw_torus_arc((*splash)->logo, 10, P( 26), P(-154), P(10), P(14), M_PI / 2.0f, -M_PI / 2.0);
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#undef P
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return true;
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}
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void egl_splash_free(EGL_Splash ** splash)
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{
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if (!*splash)
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return;
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egl_model_free(&(*splash)->logo);
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free(*splash);
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*splash = NULL;
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}
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void egl_splash_render(EGL_Splash * splash, float alpha, float scaleY)
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{
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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egl_shader_use(splash->bgShader);
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glUniform1f(splash->uBGAlpha, alpha);
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egl_model_render(splash->bg);
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egl_shader_use(splash->logoShader);
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glUniform2f(splash->uScale, alpha, scaleY);
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egl_model_render(splash->logo);
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glDisable(GL_BLEND);
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}
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