Loading drivers/gles2/shaders/canvas.glsl +19 −17 Original line number Diff line number Diff line /* clang-format off */ [vertex] #ifndef USE_GLES_OVER_GL #ifdef GL_EXT_shader_texture_lod #extension GL_EXT_shader_texture_lod : enable #define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod) #define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod) #endif #endif // !USE_GLES_OVER_GL #ifdef GL_ARB_shader_texture_lod #extension GL_ARB_shader_texture_lod : enable #endif #if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod) #define texture2DLod(img, coord, lod) texture2D(img, coord, lod) #define textureCubeLod(img, coord, lod) textureCube(img, coord, lod) #endif #ifdef USE_GLES_OVER_GL #define lowp #define mediump Loading Loading @@ -237,6 +220,25 @@ VERTEX_SHADER_CODE /* clang-format off */ [fragment] // texture2DLodEXT and textureCubeLodEXT are fragment shader specific. // Do not copy these defines in the [vertex] section. #ifndef USE_GLES_OVER_GL #ifdef GL_EXT_shader_texture_lod #extension GL_EXT_shader_texture_lod : enable #define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod) #define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod) #endif #endif // !USE_GLES_OVER_GL #ifdef GL_ARB_shader_texture_lod #extension GL_ARB_shader_texture_lod : enable #endif #if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod) #define texture2DLod(img, coord, lod) texture2D(img, coord, lod) #define textureCubeLod(img, coord, lod) textureCube(img, coord, lod) #endif #ifdef USE_GLES_OVER_GL #define lowp #define mediump Loading drivers/gles2/shaders/cubemap_filter.glsl +4 −1 Original line number Diff line number Diff line Loading @@ -25,6 +25,8 @@ void main() { /* clang-format off */ [fragment] // texture2DLodEXT and textureCubeLodEXT are fragment shader specific. // Do not copy these defines in the [vertex] section. #ifndef USE_GLES_OVER_GL #ifdef GL_EXT_shader_texture_lod #extension GL_EXT_shader_texture_lod : enable Loading Loading @@ -54,7 +56,8 @@ precision highp int; precision mediump float; precision mediump int; #endif #endif // USE_GLES_OVER_GL #endif #ifdef USE_SOURCE_PANORAMA uniform sampler2D source_panorama; //texunit:0 Loading drivers/gles2/shaders/scene.glsl +4 −18 Original line number Diff line number Diff line /* clang-format off */ [vertex] #ifndef USE_GLES_OVER_GL #ifdef GL_EXT_shader_texture_lod #extension GL_EXT_shader_texture_lod : enable #define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod) #define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod) #endif #endif // !USE_GLES_OVER_GL #ifdef GL_ARB_shader_texture_lod #extension GL_ARB_shader_texture_lod : enable #endif #if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod) #define texture2DLod(img, coord, lod) texture2D(img, coord, lod) #define textureCubeLod(img, coord, lod) textureCube(img, coord, lod) #endif #ifdef USE_GLES_OVER_GL #define lowp #define mediump Loading @@ -33,6 +16,7 @@ precision highp int; #define M_PI 3.14159265359 // // attributes // Loading Loading @@ -691,6 +675,8 @@ VERTEX_SHADER_CODE /* clang-format off */ [fragment] // texture2DLodEXT and textureCubeLodEXT are fragment shader specific. // Do not copy these defines in the [vertex] section. #ifndef USE_GLES_OVER_GL #ifdef GL_EXT_shader_texture_lod #extension GL_EXT_shader_texture_lod : enable Loading Loading @@ -720,7 +706,7 @@ precision highp int; precision mediump float; precision mediump int; #endif #endif // USE_GLES_OVER_GL #endif #include "stdlib.glsl" Loading drivers/gles2/shaders/stdlib.glsl +0 −3 Original line number Diff line number Diff line // Our GLSL "stdlib" // texture2DLod defines *must* be done before including this, // but before any non-preprocessor statement. vec2 select2(vec2 a, vec2 b, bvec2 c) { vec2 ret; Loading Loading
drivers/gles2/shaders/canvas.glsl +19 −17 Original line number Diff line number Diff line /* clang-format off */ [vertex] #ifndef USE_GLES_OVER_GL #ifdef GL_EXT_shader_texture_lod #extension GL_EXT_shader_texture_lod : enable #define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod) #define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod) #endif #endif // !USE_GLES_OVER_GL #ifdef GL_ARB_shader_texture_lod #extension GL_ARB_shader_texture_lod : enable #endif #if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod) #define texture2DLod(img, coord, lod) texture2D(img, coord, lod) #define textureCubeLod(img, coord, lod) textureCube(img, coord, lod) #endif #ifdef USE_GLES_OVER_GL #define lowp #define mediump Loading Loading @@ -237,6 +220,25 @@ VERTEX_SHADER_CODE /* clang-format off */ [fragment] // texture2DLodEXT and textureCubeLodEXT are fragment shader specific. // Do not copy these defines in the [vertex] section. #ifndef USE_GLES_OVER_GL #ifdef GL_EXT_shader_texture_lod #extension GL_EXT_shader_texture_lod : enable #define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod) #define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod) #endif #endif // !USE_GLES_OVER_GL #ifdef GL_ARB_shader_texture_lod #extension GL_ARB_shader_texture_lod : enable #endif #if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod) #define texture2DLod(img, coord, lod) texture2D(img, coord, lod) #define textureCubeLod(img, coord, lod) textureCube(img, coord, lod) #endif #ifdef USE_GLES_OVER_GL #define lowp #define mediump Loading
drivers/gles2/shaders/cubemap_filter.glsl +4 −1 Original line number Diff line number Diff line Loading @@ -25,6 +25,8 @@ void main() { /* clang-format off */ [fragment] // texture2DLodEXT and textureCubeLodEXT are fragment shader specific. // Do not copy these defines in the [vertex] section. #ifndef USE_GLES_OVER_GL #ifdef GL_EXT_shader_texture_lod #extension GL_EXT_shader_texture_lod : enable Loading Loading @@ -54,7 +56,8 @@ precision highp int; precision mediump float; precision mediump int; #endif #endif // USE_GLES_OVER_GL #endif #ifdef USE_SOURCE_PANORAMA uniform sampler2D source_panorama; //texunit:0 Loading
drivers/gles2/shaders/scene.glsl +4 −18 Original line number Diff line number Diff line /* clang-format off */ [vertex] #ifndef USE_GLES_OVER_GL #ifdef GL_EXT_shader_texture_lod #extension GL_EXT_shader_texture_lod : enable #define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod) #define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod) #endif #endif // !USE_GLES_OVER_GL #ifdef GL_ARB_shader_texture_lod #extension GL_ARB_shader_texture_lod : enable #endif #if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod) #define texture2DLod(img, coord, lod) texture2D(img, coord, lod) #define textureCubeLod(img, coord, lod) textureCube(img, coord, lod) #endif #ifdef USE_GLES_OVER_GL #define lowp #define mediump Loading @@ -33,6 +16,7 @@ precision highp int; #define M_PI 3.14159265359 // // attributes // Loading Loading @@ -691,6 +675,8 @@ VERTEX_SHADER_CODE /* clang-format off */ [fragment] // texture2DLodEXT and textureCubeLodEXT are fragment shader specific. // Do not copy these defines in the [vertex] section. #ifndef USE_GLES_OVER_GL #ifdef GL_EXT_shader_texture_lod #extension GL_EXT_shader_texture_lod : enable Loading Loading @@ -720,7 +706,7 @@ precision highp int; precision mediump float; precision mediump int; #endif #endif // USE_GLES_OVER_GL #endif #include "stdlib.glsl" Loading
drivers/gles2/shaders/stdlib.glsl +0 −3 Original line number Diff line number Diff line // Our GLSL "stdlib" // texture2DLod defines *must* be done before including this, // but before any non-preprocessor statement. vec2 select2(vec2 a, vec2 b, bvec2 c) { vec2 ret; Loading