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Fix compilation of MeshGLTest shader.

Precision qualifiers are not available in GLSL 1.20 and non-NVidia cards
are complaining.
pull/110/head
Vladimír Vondruš 11 years ago
parent
commit
c2ceda73d1
  1. 5
      src/Magnum/Test/MeshGLTest.cpp

5
src/Magnum/Test/MeshGLTest.cpp

@ -1158,7 +1158,10 @@ MultipleShader::MultipleShader() {
" valueInterpolated = position + vec4(normal, 0.0) + vec4(textureCoordinates, 0.0, 0.0);\n"
" gl_Position = vec4(0.0, 0.0, 0.0, 1.0);\n"
"}\n");
frag.addSource("varying mediump vec4 valueInterpolated;\n"
frag.addSource("#if !defined(GL_ES) && __VERSION__ == 120\n"
"#define mediump\n"
"#endif\n"
"varying mediump vec4 valueInterpolated;\n"
"void main() { gl_FragColor = valueInterpolated; }\n");
CORRADE_INTERNAL_ASSERT_OUTPUT(Shader::compile({vert, frag}));

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