From 9511ac92d0fe1288639da78c12ab173fe0ba0af7 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Vladim=C3=ADr=20Vondru=C5=A1?= Date: Tue, 25 Jul 2023 11:00:25 +0200 Subject: [PATCH] Shaders: drop an ancient GLSL workaround for Android emulator. This was added in 2014 in df06a8243004423925a60c09ea015116fff45fa1 and I think it's safe to assume this is now fixed in all currently used SDK versions. --- .../Shaders/Implementation/CreateCompatibilityShader.h | 7 ------- 1 file changed, 7 deletions(-) diff --git a/src/Magnum/Shaders/Implementation/CreateCompatibilityShader.h b/src/Magnum/Shaders/Implementation/CreateCompatibilityShader.h index f7d3e7168..19f118886 100644 --- a/src/Magnum/Shaders/Implementation/CreateCompatibilityShader.h +++ b/src/Magnum/Shaders/Implementation/CreateCompatibilityShader.h @@ -61,13 +61,6 @@ inline GL::Shader createCompatibilityShader(const Utility::Resource& rs, GL::Ver shader.addSource("#define DISABLE_GL_MAGNUM_shader_vertex_id\n"_s); #endif - /* My Android emulator (running on NVidia) doesn't define GL_ES - preprocessor macro, thus *all* the stock shaders fail to compile */ - /** @todo remove this when Android emulator is sane */ - #ifdef CORRADE_TARGET_ANDROID - shader.addSource("#ifndef GL_ES\n#define GL_ES 1\n#endif\n"_s); - #endif - shader.addSource(rs.getString("compatibility.glsl"_s)); return shader; }