Commit 6ddae940 authored by Pierre Kraemer's avatar Pierre Kraemer

Merge branch 'develop' into 'develop'

Bug fix in GLSLShader.cpp

See merge request !38
parents 16a8470d f3df2e7e
// ShaderColorPerVertex::fragmentShaderText // ShaderColorPerVertex::fragmentShaderText
PRECISON; PRECISION;
VARYING_FRAG vec3 color; VARYING_FRAG vec3 color;
uniform float alpha; uniform float alpha;
FRAG_OUT_DEF; FRAG_OUT_DEF;
......
// ShaderCustomTex::fragmentShaderText // ShaderCustomTex::fragmentShaderText
PRECISON; PRECISION;
uniform sampler2D textureUnit; uniform sampler2D textureUnit;
in vec3 N; in vec3 N;
in vec2 fragTexCoord; in vec2 fragTexCoord;
......
//ShaderEnvMap::fragmentShaderText //ShaderEnvMap::fragmentShaderText
PRECISON; PRECISION;
VARYING_FRAG vec3 EyeVector, Normal, LightDir; VARYING_FRAG vec3 EyeVector, Normal, LightDir;
#ifdef WITH_COLOR #ifdef WITH_COLOR
VARYING_FRAG vec3 Color; VARYING_FRAG vec3 Color;
......
//ShaderMatCustom::fragmentShaderText //ShaderMatCustom::fragmentShaderText
PRECISON; PRECISION;
VARYING_FRAG vec3 EyeVector, Normal, LightDir; VARYING_FRAG vec3 EyeVector, Normal, LightDir;
#ifdef WITH_COLOR #ifdef WITH_COLOR
VARYING_FRAG vec3 Color; VARYING_FRAG vec3 Color;
......
//ShaderPhong::fragmentShaderText //ShaderPhong::fragmentShaderText
PRECISON; PRECISION;
VARYING_FRAG vec3 EyeVector, Normal, LightDir; VARYING_FRAG vec3 EyeVector, Normal, LightDir;
#ifdef WITH_COLOR #ifdef WITH_COLOR
VARYING_FRAG vec3 Color; VARYING_FRAG vec3 Color;
......
// ShaderPhongTexture::fragmentShaderText // ShaderPhongTexture::fragmentShaderText
PRECISON; PRECISION;
VARYING_FRAG vec3 EyeVector, Normal, LightDir; VARYING_FRAG vec3 EyeVector, Normal, LightDir;
VARYING_FRAG vec2 texCoord; VARYING_FRAG vec2 texCoord;
......
// ShaderRadiancePerVertex::fragmentShaderText // ShaderRadiancePerVertex::fragmentShaderText
// PRECISION; // pose un pb non élucidé. remplacé temporairement par : PRECISION;
precision highp float;
VARYING_FRAG vec3 vxColor; VARYING_FRAG vec3 vxColor;
FRAG_OUT_DEF; FRAG_OUT_DEF;
void main (void) void main (void)
......
// ShaderScalarField::fragmentShaderText // ShaderScalarField::fragmentShaderText
PRECISON; PRECISION;
uniform float minValue; uniform float minValue;
uniform float maxValue; uniform float maxValue;
VARYING_FRAG vec3 color; VARYING_FRAG vec3 color;
......
// ShaderSimpleColor::fragmentShaderText // ShaderSimpleColor::fragmentShaderText
PRECISON; PRECISION;
uniform vec4 color; uniform vec4 color;
FRAG_OUT_DEF; FRAG_OUT_DEF;
void main() void main()
......
//ShaderSimpleFlat::fragmentShaderText //ShaderSimpleFlat::fragmentShaderText
PRECISON; PRECISION;
VARYING_FRAG vec3 LightDir; VARYING_FRAG vec3 LightDir;
VARYING_FRAG vec3 Position; VARYING_FRAG vec3 Position;
#ifdef WITH_COLOR #ifdef WITH_COLOR
......
// ShaderSimpleTexture::fragmentShaderText // ShaderSimpleTexture::fragmentShaderText
PRECISON; PRECISION;
VARYING_FRAG vec2 texCoord; VARYING_FRAG vec2 texCoord;
uniform sampler2D textureUnit; uniform sampler2D textureUnit;
FRAG_OUT_DEF; FRAG_OUT_DEF;
......
// ShaderTextureDepth::fragmentShaderText // ShaderTextureDepth::fragmentShaderText
PRECISON; PRECISION;
VARYING_FRAG vec2 texCoord; VARYING_FRAG vec2 texCoord;
uniform sampler2D textureUnit; uniform sampler2D textureUnit;
uniform sampler2D textureDepthUnit; uniform sampler2D textureDepthUnit;
......
// ShaderTextureMask::fragmentShaderText // ShaderTextureMask::fragmentShaderText
PRECISON; PRECISION;
VARYING_FRAG vec2 texCoord; VARYING_FRAG vec2 texCoord;
uniform sampler2D textureUnit; uniform sampler2D textureUnit;
uniform sampler2D textureUnitMask; uniform sampler2D textureUnitMask;
......
// ShaderVectorPerVertex::fragmentShaderText // ShaderVectorPerVertex::fragmentShaderText
PRECISON; PRECISION;
uniform vec4 vectorColor; uniform vec4 vectorColor;
FRAG_OUT_DEF; FRAG_OUT_DEF;
void main() void main()
......
// ShaderWallPaper::fragmentShaderText // ShaderWallPaper::fragmentShaderText
PRECISON; PRECISION;
VARYING_FRAG vec2 texCoord; VARYING_FRAG vec2 texCoord;
uniform sampler2D textureUnit; uniform sampler2D textureUnit;
FRAG_OUT_DEF; FRAG_OUT_DEF;
......
...@@ -52,7 +52,7 @@ unsigned int GLSLShader::MINOR_OGL_CORE = 3; ...@@ -52,7 +52,7 @@ unsigned int GLSLShader::MINOR_OGL_CORE = 3;
std::string GLSLShader::DEFINES_GL2=\ std::string GLSLShader::DEFINES_GL2=\
"#version 110\n" "#version 110\n"
"#define PRECISON float pipo_PRECISION\n" "#define PRECISION float pipo_PRECISION\n"
"#define ATTRIBUTE attribute\n" "#define ATTRIBUTE attribute\n"
"#define VARYING_VERT varying\n" "#define VARYING_VERT varying\n"
"#define VARYING_FRAG varying\n" "#define VARYING_FRAG varying\n"
...@@ -63,7 +63,7 @@ std::string GLSLShader::DEFINES_GL2=\ ...@@ -63,7 +63,7 @@ std::string GLSLShader::DEFINES_GL2=\
std::string GLSLShader::DEFINES_GL3=\ std::string GLSLShader::DEFINES_GL3=\
"#version 150\n" "#version 150\n"
"#define PRECISON precision highp float\n" "#define PRECISION precision highp float\n"
"#define ATTRIBUTE in\n" "#define ATTRIBUTE in\n"
"#define VARYING_VERT out\n" "#define VARYING_VERT out\n"
"#define VARYING_FRAG in\n" "#define VARYING_FRAG in\n"
...@@ -144,7 +144,7 @@ std::string GLSLShader::defines_Geom(const std::string& primitivesIn, const std: ...@@ -144,7 +144,7 @@ std::string GLSLShader::defines_Geom(const std::string& primitivesIn, const std:
{ {
std::string str("#version 110\n"); std::string str("#version 110\n");
str.append("#extension GL_EXT_geometry_shader4 : enable\n"); str.append("#extension GL_EXT_geometry_shader4 : enable\n");
str.append("#define PRECISON float pipo_PRECISION\n"); str.append("#define PRECISION float pipo_PRECISION\n");
str.append("#define ATTRIBUTE attribute\n"); str.append("#define ATTRIBUTE attribute\n");
str.append("#define VARYING_IN varying in\n"); str.append("#define VARYING_IN varying in\n");
str.append("#define VARYING_OUT varying out\n"); str.append("#define VARYING_OUT varying out\n");
......
...@@ -48,7 +48,7 @@ namespace Utils ...@@ -48,7 +48,7 @@ namespace Utils
// //
// //
//std::string ShaderColorPerVertex::fragmentShaderText = //std::string ShaderColorPerVertex::fragmentShaderText =
// "PRECISON;\n" // "PRECISION;\n"
// "VARYING_FRAG vec3 color;\n" // "VARYING_FRAG vec3 color;\n"
// "FRAG_OUT_DEF;\n" // "FRAG_OUT_DEF;\n"
// "void main()\n" // "void main()\n"
......
...@@ -43,7 +43,7 @@ ...@@ -43,7 +43,7 @@
// //
// //
//std::string ShaderCustomTex::fragmentShaderText = //std::string ShaderCustomTex::fragmentShaderText =
// "PRECISON;\n" // "PRECISION;\n"
// "VARYING_FRAG vec2 texCoord;\n" // "VARYING_FRAG vec2 texCoord;\n"
// "uniform sampler2D textureUnit;\n" // "uniform sampler2D textureUnit;\n"
// "FRAG_OUT_DEF;\n" // "FRAG_OUT_DEF;\n"
......
...@@ -44,7 +44,7 @@ namespace Utils ...@@ -44,7 +44,7 @@ namespace Utils
// //
// //
//std::string ShaderSimpleColor::fragmentShaderText = //std::string ShaderSimpleColor::fragmentShaderText =
// "PRECISON;\n" // "PRECISION;\n"
// "uniform vec4 color;\n" // "uniform vec4 color;\n"
// "FRAG_OUT_DEF;\n" // "FRAG_OUT_DEF;\n"
// "void main()\n" // "void main()\n"
......
...@@ -48,7 +48,7 @@ namespace Utils ...@@ -48,7 +48,7 @@ namespace Utils
// //
// //
//std::string ShaderSimpleTexture::fragmentShaderText = //std::string ShaderSimpleTexture::fragmentShaderText =
// "PRECISON;\n" // "PRECISION;\n"
// "VARYING_FRAG vec2 texCoord;\n" // "VARYING_FRAG vec2 texCoord;\n"
// "uniform sampler2D textureUnit;\n" // "uniform sampler2D textureUnit;\n"
// "FRAG_OUT_DEF;\n" // "FRAG_OUT_DEF;\n"
......
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