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Server platform builds (dummy) mobile_vr module.
Protect GL functions in mobile_vr with ifdefs.
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@@ -297,6 +297,7 @@ bool MobileVRInterface::initialize() {
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mag_current_min = Vector3(0, 0, 0);
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mag_current_max = Vector3(0, 0, 0);
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#if !defined(SERVER_ENABLED)
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// build our shader
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if (lens_shader == NULL) {
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///@TODO need to switch between GLES2 and GLES3 version, Reduz suggested moving this into our drivers and making this a core shader
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@@ -337,6 +338,7 @@ bool MobileVRInterface::initialize() {
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
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}
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#endif
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// reset our orientation
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orientation = Basis();
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@@ -360,6 +362,7 @@ void MobileVRInterface::uninitialize() {
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arvr_server->clear_primary_interface_if(this);
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}
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#if !defined(SERVER_ENABLED)
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// cleanup our shader and buffers
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if (lens_shader != NULL) {
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glDeleteVertexArrays(1, &half_screen_array);
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@@ -368,6 +371,7 @@ void MobileVRInterface::uninitialize() {
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delete lens_shader;
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lens_shader = NULL;
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}
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#endif
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initialized = false;
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};
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@@ -470,6 +474,7 @@ void MobileVRInterface::commit_for_eye(ARVRInterface::Eyes p_eye, RID p_render_t
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// get our render target
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RID eye_texture = VSG::storage->render_target_get_texture(p_render_target);
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uint32_t texid = VS::get_singleton()->texture_get_texid(eye_texture);
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#if !defined(SERVER_ENABLED)
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texid);
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@@ -484,6 +489,7 @@ void MobileVRInterface::commit_for_eye(ARVRInterface::Eyes p_eye, RID p_render_t
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glBindVertexArray(half_screen_array);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glBindVertexArray(0);
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#endif
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};
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void MobileVRInterface::process() {
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