GLShader appends the ES specific commands to the shaders
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e4b26daef5
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6 changed files with 10 additions and 17 deletions
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@ -873,7 +873,11 @@ bool GLShader::load(const QString& vertexsource, const QString& fragmentsource)
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// Create shader object
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vertexshader = glCreateShader(GL_VERTEX_SHADER);
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// Load it
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const QByteArray& srcba = vertexsource.toLatin1();
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QByteArray srcba;
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#ifdef KWIN_HAVE_OPENGLES
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srcba.append("#ifdef GL_ES\nprecision highp float;\n#endif\n");
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#endif
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srcba.append(vertexsource.toLatin1());
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const char* src = srcba.data();
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glShaderSource(vertexshader, 1, &src, NULL);
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// Compile the shader
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@ -905,7 +909,11 @@ bool GLShader::load(const QString& vertexsource, const QString& fragmentsource)
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{
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fragmentshader = glCreateShader(GL_FRAGMENT_SHADER);
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// Load it
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const QByteArray& srcba = fragmentsource.toLatin1();
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QByteArray srcba;
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#ifdef KWIN_HAVE_OPENGLES
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srcba.append("#ifdef GL_ES\nprecision highp float;\n#endif\n");
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#endif
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srcba.append(fragmentsource.toLatin1());
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const char* src = srcba.data();
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glShaderSource(fragmentshader, 1, &src, NULL);
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//glShaderSource(fragmentshader, 1, &fragmentsrc.latin1(), NULL);
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@ -1,6 +1,3 @@
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#ifdef GL_ES
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precision highp float;
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#endif
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uniform vec4 geometryColor;
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void main() {
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@ -1,6 +1,3 @@
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#ifdef GL_ES
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precision highp float;
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#endif
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// size of the complete display in pixels, x==width, y==height
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uniform vec2 displaySize;
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// geometry of the window/texture to be rendered: x, y, width, height in display geometry
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@ -1,6 +1,3 @@
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#ifdef GL_ES
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precision highp float;
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#endif
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uniform sampler2D sample;
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uniform float textureWidth;
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uniform float textureHeight;
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@ -1,6 +1,3 @@
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#ifdef GL_ES
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precision highp float;
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#endif
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uniform mat4 projection;
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uniform mat4 modelview;
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uniform mat4 screenTransformation;
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@ -1,6 +1,3 @@
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#ifdef GL_ES
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precision highp float;
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#endif
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// size of the complete display in pixels, x==width, y==height
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uniform vec2 displaySize;
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// geometry of the window/texture to be rendered: x, y, width, height in display geometry
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