progs/glsl: change samplers.c to better test sampler/texture indexing
Now the left half is yellow and the right half is red, with the gradients going in opposite directions.
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@@ -211,10 +211,18 @@ InitTextures(void)
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for (y = 0; y < stripeSize; y++) {
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for (x = 0; x < size; x++) {
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GLint k = 4 * ((ypos + y) * size + x);
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texImage[k + 0] = intensity;
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texImage[k + 1] = intensity;
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texImage[k + 2] = 0;
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texImage[k + 3] = 255;
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if (x < size / 2) {
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texImage[k + 0] = intensity;
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texImage[k + 1] = intensity;
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texImage[k + 2] = 0;
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texImage[k + 3] = 255;
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}
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else {
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texImage[k + 0] = 255 - intensity;
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texImage[k + 1] = 0;
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texImage[k + 2] = 0;
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texImage[k + 3] = 255;
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}
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}
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}
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