GRAPHICS: Fix the GLSL compat shaders when using GLES2 with SDL

This commit is contained in:
Bastien Bouclet 2016-06-11 10:30:03 +02:00
parent 13c1bed284
commit 5419e37196

View file

@ -28,38 +28,23 @@ namespace OpenGL {
namespace BuiltinShaders {
const char *compatVertex =
#if defined(SDL_BACKEND)
"#if __VERSION__ < 130\n"
"#if defined(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"
"#elif __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
"#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
;
"#endif\n";
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
"#ifdef GL_ES\n"
"#if defined(GL_ES)\n"
"#define in varying\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
@ -69,11 +54,14 @@ const char *compatFragment =
"#define OUTPUT\n"
"#define outColor gl_FragColor\n"
"#define texture texture2D\n"
"#elif __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"
#endif
;
"#endif\n";
}
} // End of namespace OpenGL