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gl2shim: add glsl100 support

pull/2/head
mittorn 1 year ago committed by Alibek Omarov
parent
commit
342e0d3e2e
  1. 23
      ref/gl/gl2_shim/fragment.glsl.inc
  2. 6
      ref/gl/gl2_shim/gl2_shim.c

23
ref/gl/gl2_shim/fragment.glsl.inc

@ -6,9 +6,14 @@ @@ -6,9 +6,14 @@
"#define in varying\n"
"#define texture texture2D\n"
"#endif\n"
"#if VER >= 130\n"
"#if VER >= 130 || VER == 100\n"
"precision mediump float;\n"
"#endif\n"
"#if VER == 100\n"
"#define PREC mediump\n"
"#else\n"
"#define PREC\n"
"#endif\n"
"#if ATTR_TEXCOORD0\n"
"uniform sampler2D uTex0;\n"
"#endif\n"
@ -19,20 +24,20 @@ @@ -19,20 +24,20 @@
"uniform float uAlphaTest;\n"
"#endif\n"
"#if FEAT_FOG\n"
"uniform vec4 uFog;\n"
"uniform PREC vec4 uFog;\n"
"#endif\n"
"uniform vec4 uColor;\n"
"uniform PREC vec4 uColor;\n"
"#if ATTR_COLOR\n"
"in vec4 vColor;\n"
"in PREC vec4 vColor;\n"
"#endif\n"
"#if ATTR_TEXCOORD0\n"
"in vec2 vTexCoord0;\n"
"in PREC vec2 vTexCoord0;\n"
"#endif\n"
"#if ATTR_TEXCOORD1\n"
"in vec2 vTexCoord1;\n"
"in PREC vec2 vTexCoord1;\n"
"#endif\n"
"#if ATTR_NORMAL\n"
"in vec2 vNormal;\n"
"in PREC vec2 vNormal;\n"
"#endif\n"
"#if VER >= 300\n"
"out vec4 oFragColor;\n"
@ -42,9 +47,9 @@ @@ -42,9 +47,9 @@
"void main()\n"
"{\n"
"#if ATTR_COLOR\n"
"vec4 c = vColor;\n"
"PREC vec4 c = vColor;\n"
"#else\n"
"vec4 c = uColor;\n"
"PREC vec4 c = uColor;\n"
"#endif\n"
"#if ATTR_TEXCOORD0\n"
"c = c * texture(uTex0, vTexCoord0);\n"

6
ref/gl/gl2_shim/gl2_shim.c

@ -583,7 +583,7 @@ int GL2_ShimInit( void ) @@ -583,7 +583,7 @@ int GL2_ShimInit( void )
gl2wrap_config.version = 310;
if( gEngfuncs.Sys_CheckParm("-minshaders") )
gl2wrap_config.version = 110;
gl2wrap_config.version = 100;
if(gl2wrap_config.buf_storage)
gl2wrap_config.incremental = true, gl2wrap_config.vao_mandatory = true;
if(!pglBindVertexArray || !gl2wrap_config.vao_mandatory)
@ -657,10 +657,14 @@ int GL2_ShimInit( void ) @@ -657,10 +657,14 @@ int GL2_ShimInit( void )
if(!GL2_InitProgs())
{
gl2wrap_config.version = 110;
if(!GL2_InitProgs())
{
gl2wrap_config.version = 100;
if(!GL2_InitProgs())
gEngfuncs.Host_Error("Failed to compile shaders!\n");
}
}
}
gl2wrap_init = 1;
return 0;

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