SW backend: make shaders work on Intel/Windows.

Apparently the Intel shader compiler doesn't implement "#if" correctly...
so use "#ifdef" instead.
This commit is contained in:
magumagu 2014-03-29 13:10:43 -07:00
parent 47d96e449a
commit bdcd5ba39b
2 changed files with 5 additions and 5 deletions

View File

@ -39,7 +39,7 @@ namespace HwRasterizer
{
// Color Vertices
static const char *fragcolText =
"#if GL_ES\n"
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"varying vec4 TexCoordOut;\n"
@ -48,7 +48,7 @@ namespace HwRasterizer
"}\n";
// Texture Vertices
static const char *fragtexText =
"#if GL_ES\n"
"#ifdef GL_ES\n"
"precision highp float;\n"
"#define texture2DRect texture2D\n"
"#define sampler2DRect sampler2D\n"
@ -60,7 +60,7 @@ namespace HwRasterizer
"}\n";
// Clear shader
static const char *fragclearText =
"#if GL_ES\n"
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"uniform vec4 Color;\n"

View File

@ -51,7 +51,7 @@ void SWRenderer::Shutdown()
void CreateShaders()
{
static const char *fragShaderText =
"#if GL_ES\n"
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"varying vec2 TexCoordOut;\n"
@ -60,7 +60,7 @@ void CreateShaders()
" gl_FragColor = texture2D(Texture, TexCoordOut);\n"
"}\n";
static const char *vertShaderText =
"#if GL_ES\n"
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 pos;\n"