scummvm/graphics/opengl/compat_shaders.cpp

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/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/scummsys.h"
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#if defined(USE_GLES2) || defined(USE_OPENGL_SHADERS)
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namespace OpenGL {
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namespace BuiltinShaders {
const char *compatVertex =
#if defined(SDL_BACKEND)
"#if __VERSION__ < 130\n"
"float round(in float x) {\n"
"return sign(x) * floor(abs(x) + .5);\n"
"}\n"
"#define highp\n"
"#define in attribute\n"
"#define out varying\n"
"#endif\n"
#else
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"#ifdef GL_ES\n"
"mediump float round(in mediump float x) {\n"
"return sign(x) * floor(abs(x) + .5);\n"
"}\n"
"#define in attribute\n"
"#define out varying\n"
"#endif\n"
#endif
;
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const char *compatFragment =
#if defined(SDL_BACKEND)
"#if __VERSION__ < 130\n"
"#define in varying\n"
"#define OUTPUT\n"
"#define outColor gl_FragColor\n"
"#define texture texture2D\n"
"#else\n"
"#define OUTPUT out vec4 outColor;\n"
"#endif\n"
#else
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"#ifdef GL_ES\n"
"#define in varying\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#define OUTPUT\n"
"#define outColor gl_FragColor\n"
"#define texture texture2D\n"
"#else\n"
"#define OUTPUT out vec4 outColor;\n"
"#endif\n"
#endif
;
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}
} // End of namespace OpenGL
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#endif