Commit d0548a8d authored by Adrien Maglo's avatar Adrien Maglo

Cleaner way to define the GLSL version number as pointed out by funman.

parent 0dab579a
...@@ -68,9 +68,11 @@ ...@@ -68,9 +68,11 @@
#endif #endif
#if USE_OPENGL_ES #if USE_OPENGL_ES
# define GLSL_VERSION "100"
# define VLCGL_TEXTURE_COUNT 1 # define VLCGL_TEXTURE_COUNT 1
# define VLCGL_PICTURE_MAX 1 # define VLCGL_PICTURE_MAX 1
#else #else
# define GLSL_VERSION "120"
# define VLCGL_TEXTURE_COUNT 1 # define VLCGL_TEXTURE_COUNT 1
# define VLCGL_PICTURE_MAX 128 # define VLCGL_PICTURE_MAX 128
#endif #endif
...@@ -191,11 +193,7 @@ static void BuildVertexShader(vout_display_opengl_t *vgl, ...@@ -191,11 +193,7 @@ static void BuildVertexShader(vout_display_opengl_t *vgl,
{ {
/* Basic vertex shader */ /* Basic vertex shader */
const char *vertexShader = const char *vertexShader =
#if USE_OPENGL_ES == 2 "#version " GLSL_VERSION "\n"
"#version 100\n"
#else
"#version 120\n"
#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;"
...@@ -238,11 +236,7 @@ static void BuildYUVFragmentShader(vout_display_opengl_t *vgl, ...@@ -238,11 +236,7 @@ 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 =
#if USE_OPENGL_ES == 2 "#version " GLSL_VERSION "\n"
"#version 100\n"
#else
"#version 120\n"
#endif
"uniform sampler2D Texture0;" "uniform sampler2D Texture0;"
"uniform sampler2D Texture1;" "uniform sampler2D Texture1;"
"uniform sampler2D Texture2;" "uniform sampler2D Texture2;"
...@@ -292,11 +286,7 @@ static void BuildRGBFragmentShader(vout_display_opengl_t *vgl, ...@@ -292,11 +286,7 @@ static void BuildRGBFragmentShader(vout_display_opengl_t *vgl,
{ {
// Simple shader for RGB // Simple shader for RGB
const char *code = const char *code =
#if USE_OPENGL_ES == 2 "#version " GLSL_VERSION "\n"
"#version 100\n"
#else
"#version 120\n"
#endif
"uniform sampler2D Texture[3];" "uniform sampler2D Texture[3];"
"varying vec4 TexCoord0,TexCoord1,TexCoord2;" "varying vec4 TexCoord0,TexCoord1,TexCoord2;"
"void main()" "void main()"
...@@ -313,11 +303,7 @@ static void BuildRGBAFragmentShader(vout_display_opengl_t *vgl, ...@@ -313,11 +303,7 @@ static void BuildRGBAFragmentShader(vout_display_opengl_t *vgl,
{ {
// Simple shader for RGBA // Simple shader for RGBA
const char *code = const char *code =
#if USE_OPENGL_ES == 2 "#version " GLSL_VERSION "\n"
"#version 100\n"
#else
"#version 120\n"
#endif
"uniform sampler2D Texture;" "uniform sampler2D Texture;"
"uniform vec4 FillColor;" "uniform vec4 FillColor;"
"varying vec4 TexCoord0;" "varying vec4 TexCoord0;"
......
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