-/* XXX - temporary */
-#ifndef GL_ARB_texture_float
-#define GL_ARB_texture_float 1
-#define GL_TEXTURE_RED_TYPE_ARB 0x9000
-#define GL_TEXTURE_GREEN_TYPE_ARB 0x9001
-#define GL_TEXTURE_BLUE_TYPE_ARB 0x9002
-#define GL_TEXTURE_ALPHA_TYPE_ARB 0x9003
-#define GL_TEXTURE_LUMINANCE_TYPE_ARB 0x9004
-#define GL_TEXTURE_INTENSITY_TYPE_ARB 0x9005
-#define GL_TEXTURE_DEPTH_TYPE_ARB 0x9006
-#define GL_UNSIGNED_NORMALIZED_ARB 0x9007
-#define GL_RGBA32F_ARB 0x8814
-#define GL_RGB32F_ARB 0x8815
-#define GL_ALPHA32F_ARB 0x8816
-#define GL_INTENSITY32F_ARB 0x8817
-#define GL_LUMINANCE32F_ARB 0x8818
-#define GL_LUMINANCE_ALPHA32F_ARB 0x8819
-#define GL_RGBA16F_ARB 0x881A
-#define GL_RGB16F_ARB 0x881B
-#define GL_ALPHA16F_ARB 0x881C
-#define GL_INTENSITY16F_ARB 0x881D
-#define GL_LUMINANCE16F_ARB 0x881E
-#define GL_LUMINANCE_ALPHA16F_ARB 0x881F
-#endif
+static const char *TexFile = "../images/arch.rgb";
+
+static const char *FragShaderText =
+ "uniform sampler2D tex1; \n"
+ "void main() \n"
+ "{ \n"
+ " vec4 t = texture2D(tex1, gl_TexCoord[0].xy); \n"
+ " // convert from [-255,0] to [0,1] \n"
+ " gl_FragColor = t * (-1.0 / 255.0); \n"
+ "} \n";
+
+static const char *VertShaderText =
+ "void main() \n"
+ "{ \n"
+ " gl_TexCoord[0] = gl_MultiTexCoord0; \n"
+ " gl_Position = ftransform(); \n"
+ "} \n";
+
+static struct uniform_info Uniforms[] = {
+ { "tex1", 1, GL_INT, { 0, 0, 0, 0 }, -1 },
+ END_OF_UNIFORMS
+};
+
+
+static GLuint Program;
+