Commit 600e3d65 authored by Felix Paul Kühne's avatar Felix Paul Kühne

opengl: save a few #if since those are valuable

parent 2aecbd24
...@@ -71,10 +71,12 @@ ...@@ -71,10 +71,12 @@
# define GLSL_VERSION "100" # define GLSL_VERSION "100"
# define VLCGL_TEXTURE_COUNT 1 # define VLCGL_TEXTURE_COUNT 1
# define VLCGL_PICTURE_MAX 1 # define VLCGL_PICTURE_MAX 1
# define PRECISION "precision highp float;"
#else #else
# define GLSL_VERSION "120" # define GLSL_VERSION "120"
# define VLCGL_TEXTURE_COUNT 1 # define VLCGL_TEXTURE_COUNT 1
# define VLCGL_PICTURE_MAX 128 # define VLCGL_PICTURE_MAX 128
# define PRECISION ""
#endif #endif
static const vlc_fourcc_t gl_subpicture_chromas[] = { static const vlc_fourcc_t gl_subpicture_chromas[] = {
...@@ -194,9 +196,7 @@ static void BuildVertexShader(vout_display_opengl_t *vgl, ...@@ -194,9 +196,7 @@ static void BuildVertexShader(vout_display_opengl_t *vgl,
/* Basic vertex shader */ /* Basic vertex shader */
const char *vertexShader = const char *vertexShader =
"#version " GLSL_VERSION "\n" "#version " GLSL_VERSION "\n"
#if USE_OPENGL_ES PRECISION
"precision highp float;"
#endif
"varying vec4 TexCoord0,TexCoord1, TexCoord2;" "varying vec4 TexCoord0,TexCoord1, TexCoord2;"
"attribute vec4 MultiTexCoord0,MultiTexCoord1,MultiTexCoord2;" "attribute vec4 MultiTexCoord0,MultiTexCoord1,MultiTexCoord2;"
"attribute vec4 VertexPosition;" "attribute vec4 VertexPosition;"
...@@ -240,9 +240,7 @@ static void BuildYUVFragmentShader(vout_display_opengl_t *vgl, ...@@ -240,9 +240,7 @@ static void BuildYUVFragmentShader(vout_display_opengl_t *vgl,
/* Basic linear YUV -> RGB conversion using bilinear interpolation */ /* Basic linear YUV -> RGB conversion using bilinear interpolation */
const char *template_glsl_yuv = const char *template_glsl_yuv =
"#version " GLSL_VERSION "\n" "#version " GLSL_VERSION "\n"
#if USE_OPENGL_ES PRECISION
"precision highp float;"
#endif
"uniform sampler2D Texture0;" "uniform sampler2D Texture0;"
"uniform sampler2D Texture1;" "uniform sampler2D Texture1;"
"uniform sampler2D Texture2;" "uniform sampler2D Texture2;"
...@@ -293,9 +291,7 @@ static void BuildRGBFragmentShader(vout_display_opengl_t *vgl, ...@@ -293,9 +291,7 @@ static void BuildRGBFragmentShader(vout_display_opengl_t *vgl,
// Simple shader for RGB // Simple shader for RGB
const char *code = const char *code =
"#version " GLSL_VERSION "\n" "#version " GLSL_VERSION "\n"
#if USE_OPENGL_ES PRECISION
"precision highp float;"
#endif
"uniform sampler2D Texture[3];" "uniform sampler2D Texture[3];"
"varying vec4 TexCoord0,TexCoord1,TexCoord2;" "varying vec4 TexCoord0,TexCoord1,TexCoord2;"
"void main()" "void main()"
...@@ -313,9 +309,7 @@ static void BuildRGBAFragmentShader(vout_display_opengl_t *vgl, ...@@ -313,9 +309,7 @@ static void BuildRGBAFragmentShader(vout_display_opengl_t *vgl,
// Simple shader for RGBA // Simple shader for RGBA
const char *code = const char *code =
"#version " GLSL_VERSION "\n" "#version " GLSL_VERSION "\n"
#if USE_OPENGL_ES PRECISION
"precision highp float;"
#endif
"uniform sampler2D Texture;" "uniform sampler2D Texture;"
"uniform vec4 FillColor;" "uniform vec4 FillColor;"
"varying vec4 TexCoord0;" "varying vec4 TexCoord0;"
......
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