Don't use core profile GLSL shaders for OpenGLES

This commit is contained in:
twinaphex 2018-07-18 10:06:30 +02:00
parent 7e609d6a05
commit 9c0ed0f2c4
3 changed files with 27 additions and 10 deletions

View File

@ -0,0 +1,16 @@
#include "shaders_common.h"
/* Need to duplicate these to work around broken stuff on Android.
* Must enforce alpha = 1.0 or 32-bit games can potentially go black. */
static const char *stock_vertex_xmb_snow = GLSL(
attribute vec2 TexCoord;
attribute vec2 VertexCoord;
attribute vec4 Color;
uniform mat4 MVPMatrix;
varying vec2 tex_coord;
void main() {
gl_Position = MVPMatrix * vec4(VertexCoord, 0.0, 1.0);
tex_coord = TexCoord;
}
);

View File

@ -2,7 +2,7 @@
/* Need to duplicate these to work around broken stuff on Android.
* Must enforce alpha = 1.0 or 32-bit games can potentially go black. */
static const char *stock_vertex_xmb_snow_modern = GLSL(
static const char *stock_vertex_xmb_snow_core = GLSL(
in vec2 TexCoord;
in vec2 VertexCoord;
in vec4 Color;

View File

@ -125,9 +125,10 @@ static const char *glsl_prefixes[] = {
#include "../drivers/gl_shaders/core_pipeline_snowflake.glsl.frag.h"
#include "../drivers/gl_shaders/legacy_pipeline_xmb_ribbon_simple.glsl.vert.h"
#include "../drivers/gl_shaders/modern_pipeline_xmb_ribbon_simple.glsl.vert.h"
#include "../drivers/gl_shaders/modern_pipeline_snow.glsl.vert.h"
#include "../drivers/gl_shaders/pipeline_xmb_ribbon_simple.glsl.frag.h"
#include "../drivers/gl_shaders/pipeline_snow.glsl.frag.h"
#include "../drivers/gl_shaders/pipeline_snow.glsl.vert.h"
#include "../drivers/gl_shaders/pipeline_snow_core.glsl.vert.h"
#include "../drivers/gl_shaders/pipeline_snow_simple.glsl.frag.h"
#include "../drivers/gl_shaders/legacy_pipeline_snow.glsl.vert.h"
#include "../drivers/gl_shaders/legacy_pipeline_xmb_ribbon.glsl.vert.h"
@ -843,10 +844,10 @@ static void gl_glsl_init_menu_shaders(void *data)
&glsl->uniforms[VIDEO_SHADER_MENU_2]);
#if defined(HAVE_OPENGLES)
shader_prog_info.vertex = stock_vertex_xmb_snow_modern;
shader_prog_info.vertex = stock_vertex_xmb_snow;
shader_prog_info.fragment = stock_fragment_xmb_simple_snow;
#else
shader_prog_info.vertex = glsl_core ? stock_vertex_xmb_snow_modern : stock_vertex_xmb_snow_legacy;
shader_prog_info.vertex = glsl_core ? stock_vertex_xmb_snow_core : stock_vertex_xmb_snow_legacy;
shader_prog_info.fragment = glsl_core ? stock_fragment_xmb_simple_snow_core : stock_fragment_xmb_simple_snow;
#endif
@ -860,10 +861,10 @@ static void gl_glsl_init_menu_shaders(void *data)
&glsl->uniforms[VIDEO_SHADER_MENU_3]);
#if defined(HAVE_OPENGLES)
shader_prog_info.vertex = stock_vertex_xmb_snow_modern;
shader_prog_info.vertex = stock_vertex_xmb_snow;
shader_prog_info.fragment = stock_fragment_xmb_snow;
#else
shader_prog_info.vertex = glsl_core ? stock_vertex_xmb_snow_modern : stock_vertex_xmb_snow_legacy;
shader_prog_info.vertex = glsl_core ? stock_vertex_xmb_snow_core : stock_vertex_xmb_snow_legacy;
shader_prog_info.fragment = glsl_core ? stock_fragment_xmb_snow_core : stock_fragment_xmb_snow;
#endif
@ -877,10 +878,10 @@ static void gl_glsl_init_menu_shaders(void *data)
&glsl->uniforms[VIDEO_SHADER_MENU_4]);
#if defined(HAVE_OPENGLES)
shader_prog_info.vertex = stock_vertex_xmb_snow_modern;
shader_prog_info.vertex = stock_vertex_xmb_snow;
shader_prog_info.fragment = stock_fragment_xmb_bokeh;
#else
shader_prog_info.vertex = glsl_core ? stock_vertex_xmb_snow_modern : stock_vertex_xmb_snow_legacy;
shader_prog_info.vertex = glsl_core ? stock_vertex_xmb_snow_core : stock_vertex_xmb_snow_legacy;
shader_prog_info.fragment = glsl_core ? stock_fragment_xmb_bokeh_core : stock_fragment_xmb_bokeh;
#endif
@ -894,10 +895,10 @@ static void gl_glsl_init_menu_shaders(void *data)
&glsl->uniforms[VIDEO_SHADER_MENU_5]);
#if defined(HAVE_OPENGLES)
shader_prog_info.vertex = stock_vertex_xmb_snow_modern;
shader_prog_info.vertex = stock_vertex_xmb_snow;
shader_prog_info.fragment = stock_fragment_xmb_snowflake;
#else
shader_prog_info.vertex = glsl_core ? stock_vertex_xmb_snow_modern : stock_vertex_xmb_snow_legacy;
shader_prog_info.vertex = glsl_core ? stock_vertex_xmb_snow_core : stock_vertex_xmb_snow_legacy;
shader_prog_info.fragment = glsl_core ? stock_fragment_xmb_snowflake_core : stock_fragment_xmb_snowflake;
#endif