Commit 97655f87 authored by kvanhoey's avatar kvanhoey

More typo bugs in shader macros

parent 0327ae08
// ShaderColorPerVertex::fragmentShaderText
PRECISON;
PRECISION;
VARYING_FRAG vec3 color;
uniform float alpha;
FRAG_OUT_DEF;
......
// ShaderCustomTex::fragmentShaderText
PRECISON;
PRECISION;
uniform sampler2D textureUnit;
in vec3 N;
in vec2 fragTexCoord;
......
//ShaderEnvMap::fragmentShaderText
PRECISON;
PRECISION;
VARYING_FRAG vec3 EyeVector, Normal, LightDir;
#ifdef WITH_COLOR
VARYING_FRAG vec3 Color;
......
//ShaderMatCustom::fragmentShaderText
PRECISON;
PRECISION;
VARYING_FRAG vec3 EyeVector, Normal, LightDir;
#ifdef WITH_COLOR
VARYING_FRAG vec3 Color;
......
//ShaderPhong::fragmentShaderText
PRECISON;
PRECISION;
VARYING_FRAG vec3 EyeVector, Normal, LightDir;
#ifdef WITH_COLOR
VARYING_FRAG vec3 Color;
......
// ShaderPhongTexture::fragmentShaderText
PRECISON;
PRECISION;
VARYING_FRAG vec3 EyeVector, Normal, LightDir;
VARYING_FRAG vec2 texCoord;
......
// ShaderRadiancePerVertex::fragmentShaderText
// PRECISION; // pose un pb non élucidé. remplacé temporairement par :
precision highp float;
PRECISION;
VARYING_FRAG vec3 vxColor;
FRAG_OUT_DEF;
void main (void)
......
// ShaderScalarField::fragmentShaderText
PRECISON;
PRECISION;
uniform float minValue;
uniform float maxValue;
VARYING_FRAG vec3 color;
......
// ShaderSimpleColor::fragmentShaderText
PRECISON;
PRECISION;
uniform vec4 color;
FRAG_OUT_DEF;
void main()
......
//ShaderSimpleFlat::fragmentShaderText
PRECISON;
PRECISION;
VARYING_FRAG vec3 LightDir;
VARYING_FRAG vec3 Position;
#ifdef WITH_COLOR
......
// ShaderSimpleTexture::fragmentShaderText
PRECISON;
PRECISION;
VARYING_FRAG vec2 texCoord;
uniform sampler2D textureUnit;
FRAG_OUT_DEF;
......
// ShaderTextureDepth::fragmentShaderText
PRECISON;
PRECISION;
VARYING_FRAG vec2 texCoord;
uniform sampler2D textureUnit;
uniform sampler2D textureDepthUnit;
......
// ShaderTextureMask::fragmentShaderText
PRECISON;
PRECISION;
VARYING_FRAG vec2 texCoord;
uniform sampler2D textureUnit;
uniform sampler2D textureUnitMask;
......
// ShaderVectorPerVertex::fragmentShaderText
PRECISON;
PRECISION;
uniform vec4 vectorColor;
FRAG_OUT_DEF;
void main()
......
// ShaderWallPaper::fragmentShaderText
PRECISON;
PRECISION;
VARYING_FRAG vec2 texCoord;
uniform sampler2D textureUnit;
FRAG_OUT_DEF;
......
......@@ -144,7 +144,7 @@ std::string GLSLShader::defines_Geom(const std::string& primitivesIn, const std:
{
std::string str("#version 110\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 VARYING_IN varying in\n");
str.append("#define VARYING_OUT varying out\n");
......
......@@ -48,7 +48,7 @@ namespace Utils
//
//
//std::string ShaderColorPerVertex::fragmentShaderText =
// "PRECISON;\n"
// "PRECISION;\n"
// "VARYING_FRAG vec3 color;\n"
// "FRAG_OUT_DEF;\n"
// "void main()\n"
......
......@@ -43,7 +43,7 @@
//
//
//std::string ShaderCustomTex::fragmentShaderText =
// "PRECISON;\n"
// "PRECISION;\n"
// "VARYING_FRAG vec2 texCoord;\n"
// "uniform sampler2D textureUnit;\n"
// "FRAG_OUT_DEF;\n"
......
......@@ -44,7 +44,7 @@ namespace Utils
//
//
//std::string ShaderSimpleColor::fragmentShaderText =
// "PRECISON;\n"
// "PRECISION;\n"
// "uniform vec4 color;\n"
// "FRAG_OUT_DEF;\n"
// "void main()\n"
......
......@@ -48,7 +48,7 @@ namespace Utils
//
//
//std::string ShaderSimpleTexture::fragmentShaderText =
// "PRECISON;\n"
// "PRECISION;\n"
// "VARYING_FRAG vec2 texCoord;\n"
// "uniform sampler2D textureUnit;\n"
// "FRAG_OUT_DEF;\n"
......
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