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GL: don't use old GLSL names in ES3 Mesh tests.

pull/299/head
Vladimír Vondruš 8 years ago
parent
commit
543c9cf7ed
  1. 6
      src/Magnum/GL/Test/MeshGLTest.cpp

6
src/Magnum/GL/Test/MeshGLTest.cpp

@ -521,7 +521,7 @@ FloatShader::FloatShader(const std::string& type, const std::string& conversion)
"#if !defined(GL_ES) && __VERSION__ == 120\n"
"#define mediump\n"
"#endif\n"
"#if defined(GL_ES) || __VERSION__ == 120\n"
"#if (defined(GL_ES) && __VERSION__ < 300) || __VERSION__ == 120\n"
"#define in attribute\n"
"#define out varying\n"
"#endif\n"
@ -535,12 +535,12 @@ FloatShader::FloatShader(const std::string& type, const std::string& conversion)
"#if !defined(GL_ES) && __VERSION__ == 120\n"
"#define mediump\n"
"#endif\n"
"#if defined(GL_ES) || __VERSION__ == 120\n"
"#if (defined(GL_ES) && __VERSION__ < 300) || __VERSION__ == 120\n"
"#define in varying\n"
"#define result gl_FragColor\n"
"#endif\n"
"in mediump " + type + " valueInterpolated;\n"
"#if !defined(GL_ES) && __VERSION__ >= 130\n"
"#if (defined(GL_ES) && __VERSION__ >= 300) || (!defined(GL_ES) && __VERSION__ >= 130)\n"
"out mediump vec4 result;\n"
"#endif\n"
"void main() { result = " + conversion + "; }\n");

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