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TextureTools: properly create compatibility shader.

pull/68/head
Vladimír Vondruš 12 years ago
parent
commit
df699b75b5
  1. 11
      src/Magnum/TextureTools/DistanceField.cpp

11
src/Magnum/TextureTools/DistanceField.cpp

@ -36,6 +36,7 @@
#include "Magnum/Mesh.h"
#include "Magnum/Shader.h"
#include "Magnum/Texture.h"
#include "Magnum/Shaders/Implementation/CreateCompatibilityShader.h"
namespace Magnum { namespace TextureTools {
@ -84,14 +85,12 @@ DistanceFieldShader::DistanceFieldShader(): radiusUniform(0), scalingUniform(1)
const Version v = Context::current()->supportedVersion({Version::GLES300, Version::GLES200});
#endif
Shader vert(v, Shader::Type::Vertex);
Shader frag(v, Shader::Type::Fragment);
Shader vert = Shaders::Implementation::createCompatibilityShader(v, Shader::Type::Vertex);
Shader frag = Shaders::Implementation::createCompatibilityShader(v, Shader::Type::Fragment);
vert.addSource(rs.get("compatibility.glsl"))
.addSource(rs.get("FullScreenTriangle.glsl"))
vert.addSource(rs.get("FullScreenTriangle.glsl"))
.addSource(rs.get("DistanceFieldShader.vert"));
frag.addSource(rs.get("compatibility.glsl"))
.addSource(rs.get("DistanceFieldShader.frag"));
frag.addSource(rs.get("DistanceFieldShader.frag"));
CORRADE_INTERNAL_ASSERT_OUTPUT(Shader::compile({vert, frag}));

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