GRAPHICS: Fix the GLSL compat shaders when using GLES2 with SDL
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13c1bed284
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5419e37196
1 changed files with 15 additions and 27 deletions
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@ -28,38 +28,23 @@ namespace OpenGL {
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namespace BuiltinShaders {
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const char *compatVertex =
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#if defined(SDL_BACKEND)
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"#if __VERSION__ < 130\n"
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"#if defined(GL_ES)\n"
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"mediump float round(in mediump float x) {\n"
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"return sign(x) * floor(abs(x) + .5);\n"
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"}\n"
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"#define in attribute\n"
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"#define out varying\n"
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"#elif __VERSION__ < 130\n"
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"float round(in float x) {\n"
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"return sign(x) * floor(abs(x) + .5);\n"
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"}\n"
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"#define highp\n"
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"#define in attribute\n"
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"#define out varying\n"
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"#endif\n"
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#else
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"#ifdef GL_ES\n"
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"mediump float round(in mediump float x) {\n"
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"return sign(x) * floor(abs(x) + .5);\n"
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"}\n"
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"#define in attribute\n"
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"#define out varying\n"
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"#endif\n"
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#endif
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;
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"#endif\n";
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const char *compatFragment =
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#if defined(SDL_BACKEND)
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"#if __VERSION__ < 130\n"
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"#define in varying\n"
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"#define OUTPUT\n"
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"#define outColor gl_FragColor\n"
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"#define texture texture2D\n"
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"#else\n"
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"#define OUTPUT out vec4 outColor;\n"
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"#endif\n"
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#else
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"#ifdef GL_ES\n"
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"#if defined(GL_ES)\n"
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"#define in varying\n"
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"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
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"precision highp float;\n"
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@ -69,11 +54,14 @@ const char *compatFragment =
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"#define OUTPUT\n"
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"#define outColor gl_FragColor\n"
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"#define texture texture2D\n"
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"#elif __VERSION__ < 130\n"
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"#define in varying\n"
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"#define OUTPUT\n"
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"#define outColor gl_FragColor\n"
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"#define texture texture2D\n"
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"#else\n"
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"#define OUTPUT out vec4 outColor;\n"
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"#endif\n"
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#endif
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;
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"#endif\n";
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}
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} // End of namespace OpenGL
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