Working Starfield shader with static Table
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@ -66,6 +66,14 @@ void azrp_starfield( void )
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cmd.current_frag = 0;
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cmd.data = datastar;
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for(int i=0; i<NBPARTS; i++)
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{
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datastar[i].y = (datastar[i].y + datastar[i].s) % 224;
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datastar[i].frag = datastar[i].y / 16;
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datastar[i].off = datastar[i].y & 15;
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}
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int fragmin = 0;
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int fragcount = (223 >> 4) + 1;
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@ -81,7 +89,7 @@ void azrp_shader_starfield( void *uniforms, void *comnd, void *fragment )
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particle *data = cmd->data;
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for(int i=0; i<NBPARTS; i++)
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if (cmd->current_frag = data[i].frag)
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if (cmd->current_frag == data[i].frag)
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{
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frag[azrp_width * data[i].off + data[i].x] = data[i].c;
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}
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