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Preprocessor madness cleanup.

pull/132/head
Vladimír Vondruš 10 years ago
parent
commit
7fb268bb62
  1. 42
      src/Magnum/Test/AbstractShaderProgramGLTest.cpp

42
src/Magnum/Test/AbstractShaderProgramGLTest.cpp

@ -154,31 +154,31 @@ namespace {
void AbstractShaderProgramGLTest::create() {
Utility::Resource rs("AbstractShaderProgramGLTest");
#ifndef MAGNUM_TARGET_GLES
Shader vert(
#ifndef MAGNUM_TARGET_GLES
#ifndef CORRADE_TARGET_APPLE
Version::GL210
#else
Version::GL310
#endif
#else
Version::GLES200
#endif
, Shader::Type::Vertex);
#else
Shader vert(Version::GLES200, Shader::Type::Vertex);
#endif
vert.addSource(rs.get("MyShader.vert"));
const bool vertCompiled = vert.compile();
#ifndef MAGNUM_TARGET_GLES
Shader frag(
#ifndef MAGNUM_TARGET_GLES
#ifndef CORRADE_TARGET_APPLE
Version::GL210
#else
Version::GL310
#endif
#else
Version::GLES200
#endif
, Shader::Type::Fragment);
#else
Shader frag(Version::GLES200, Shader::Type::Fragment);
#endif
frag.addSource(rs.get("MyShader.frag"));
const bool fragCompiled = frag.compile();
@ -323,25 +323,28 @@ void AbstractShaderProgramGLTest::createMultipleOutputsIndexed() {
void AbstractShaderProgramGLTest::uniformNotFound() {
MyPublicShader program;
#ifndef MAGNUM_TARGET_GLES
Shader vert(
#ifndef MAGNUM_TARGET_GLES
#ifndef CORRADE_TARGET_APPLE
Version::GL210
#else
Version::GL310
#endif
#else
Version::GLES200
#endif
, Shader::Type::Vertex);
Shader frag(
#ifndef MAGNUM_TARGET_GLES
#ifndef CORRADE_TARGET_APPLE
Version::GL210
#else
Version::GL310
#endif
#else
Version::GLES200
#endif
, Shader::Type::Fragment);
#else
Shader vert(Version::GLES200, Shader::Type::Vertex);
Shader frag(Version::GLES200, Shader::Type::Fragment);
#endif
vert.addSource("void main() { gl_Position = vec4(0.0); }");
frag.addSource(
#ifndef CORRADE_TARGET_APPLE
@ -382,25 +385,28 @@ namespace {
MyShader::MyShader() {
Utility::Resource rs("AbstractShaderProgramGLTest");
#ifndef MAGNUM_TARGET_GLES
Shader vert(
#ifndef MAGNUM_TARGET_GLES
#ifndef CORRADE_TARGET_APPLE
Version::GL210
#else
Version::GL310
#endif
#else
Version::GLES200
#endif
, Shader::Type::Vertex);
Shader frag(
#ifndef MAGNUM_TARGET_GLES
#ifndef CORRADE_TARGET_APPLE
Version::GL210
#else
Version::GL310
#endif
#else
Version::GLES200
#endif
, Shader::Type::Fragment);
#else
Shader vert(Version::GLES200, Shader::Type::Vertex);
Shader frag(Version::GLES200, Shader::Type::Fragment);
#endif
vert.addSource(rs.get("MyShader.vert"));
frag.addSource(rs.get("MyShader.frag"));

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