Fixed OpenGL ES Shaders for systems that don't understand precision keywords
parent
3685c64ed1
commit
5858c7dfce
|
@ -27,6 +27,16 @@
|
|||
#include "SDL_shaders_gles2.h"
|
||||
#include "SDL_stdinc.h"
|
||||
|
||||
#define SHADER_PRELOGUE "\n\
|
||||
#if GL_FRAGMENT_PRECISION_HIGH\n\
|
||||
precision mediump float;\n\
|
||||
#else\n\
|
||||
#define mediump\n\
|
||||
#define highp\n\
|
||||
#define lowp\n\
|
||||
#endif\n\
|
||||
"
|
||||
|
||||
/*************************************************************************************************
|
||||
* Vertex/fragment shader source *
|
||||
*************************************************************************************************/
|
||||
|
@ -47,8 +57,7 @@ static const Uint8 GLES2_Vertex_Default[] = " \
|
|||
} \
|
||||
";
|
||||
|
||||
static const Uint8 GLES2_Fragment_Solid[] = " \
|
||||
precision mediump float; \
|
||||
static const Uint8 GLES2_Fragment_Solid[] = SHADER_PRELOGUE" \
|
||||
varying vec4 v_color; \
|
||||
\
|
||||
void main() \
|
||||
|
@ -57,8 +66,7 @@ static const Uint8 GLES2_Fragment_Solid[] = " \
|
|||
} \
|
||||
";
|
||||
|
||||
static const Uint8 GLES2_Fragment_TextureABGR[] = " \
|
||||
precision mediump float; \
|
||||
static const Uint8 GLES2_Fragment_TextureABGR[] = SHADER_PRELOGUE" \
|
||||
uniform sampler2D u_texture; \
|
||||
varying vec4 v_color;\n\
|
||||
#ifdef GL_FRAGMENT_PRECISION_HIGH\n\
|
||||
|
@ -75,8 +83,7 @@ static const Uint8 GLES2_Fragment_TextureABGR[] = " \
|
|||
";
|
||||
|
||||
/* ARGB to ABGR conversion */
|
||||
static const Uint8 GLES2_Fragment_TextureARGB[] = " \
|
||||
precision mediump float; \
|
||||
static const Uint8 GLES2_Fragment_TextureARGB[] = SHADER_PRELOGUE" \
|
||||
uniform sampler2D u_texture; \
|
||||
varying vec4 v_color;\n\
|
||||
#ifdef GL_FRAGMENT_PRECISION_HIGH\n\
|
||||
|
@ -96,8 +103,7 @@ static const Uint8 GLES2_Fragment_TextureARGB[] = " \
|
|||
";
|
||||
|
||||
/* RGB to ABGR conversion */
|
||||
static const Uint8 GLES2_Fragment_TextureRGB[] = " \
|
||||
precision mediump float; \
|
||||
static const Uint8 GLES2_Fragment_TextureRGB[] = SHADER_PRELOGUE" \
|
||||
uniform sampler2D u_texture; \
|
||||
varying vec4 v_color;\n\
|
||||
#ifdef GL_FRAGMENT_PRECISION_HIGH\n\
|
||||
|
@ -118,8 +124,7 @@ static const Uint8 GLES2_Fragment_TextureRGB[] = " \
|
|||
";
|
||||
|
||||
/* BGR to ABGR conversion */
|
||||
static const Uint8 GLES2_Fragment_TextureBGR[] = " \
|
||||
precision mediump float; \
|
||||
static const Uint8 GLES2_Fragment_TextureBGR[] = SHADER_PRELOGUE" \
|
||||
uniform sampler2D u_texture; \
|
||||
varying vec4 v_color;\n\
|
||||
#ifdef GL_FRAGMENT_PRECISION_HIGH\n\
|
||||
|
@ -168,7 +173,7 @@ static const Uint8 GLES2_Fragment_TextureBGR[] = " \
|
|||
|
||||
|
||||
#define YUV_SHADER_PROLOGUE \
|
||||
"precision mediump float;\n" \
|
||||
SHADER_PRELOGUE \
|
||||
"uniform sampler2D u_texture;\n" \
|
||||
"uniform sampler2D u_texture_u;\n" \
|
||||
"uniform sampler2D u_texture_v;\n" \
|
||||
|
@ -396,3 +401,4 @@ const Uint8 *GLES2_GetShader(GLES2_ShaderType type)
|
|||
#endif /* SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED */
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
||||
|
||||
|
|
Loading…
Reference in New Issue