[Bf-blender-cvs] [d3365c5] blender2.8: OpenGL: fix GPU_SHADER_TEXT on non-Mac
Mike Erwin
noreply at git.blender.org
Tue Sep 20 16:13:17 CEST 2016
Commit: d3365c5c725e8876e0cb4bf82f8fee49ddea67d8
Author: Mike Erwin
Date: Tue Sep 20 16:12:50 2016 +0200
Branches: blender2.8
https://developer.blender.org/rBd3365c5c725e8876e0cb4bf82f8fee49ddea67d8
OpenGL: fix GPU_SHADER_TEXT on non-Mac
Developed on Mac and committed quickly.. oops
===================================================================
M source/blender/gpu/shaders/gpu_shader_text_frag.glsl
M source/blender/gpu/shaders/gpu_shader_text_vert.glsl
===================================================================
diff --git a/source/blender/gpu/shaders/gpu_shader_text_frag.glsl b/source/blender/gpu/shaders/gpu_shader_text_frag.glsl
index c8c90d8..c169b31 100644
--- a/source/blender/gpu/shaders/gpu_shader_text_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_text_frag.glsl
@@ -1,14 +1,21 @@
-flat varying vec4 color;
-noperspective varying vec2 texcoord;
+#if __VERSION__ == 120
+ flat varying vec4 color;
+ noperspective varying vec2 texcoord;
+ #define fragColor gl_FragColor
+#else
+ flat in vec4 color;
+ noperspective in vec2 texcoord;
+ out vec4 fragColor;
+#endif
uniform sampler2D glyph;
void main()
{
// input color replaces texture color
- gl_FragColor.rgb = color.rgb;
+ fragColor.rgb = color.rgb;
// modulate input alpha & texture alpha
- gl_FragColor.a = color.a * texture2D(glyph, texcoord).a;
+ fragColor.a = color.a * texture2D(glyph, texcoord).a;
}
diff --git a/source/blender/gpu/shaders/gpu_shader_text_vert.glsl b/source/blender/gpu/shaders/gpu_shader_text_vert.glsl
index 7247940..bdbffdf 100644
--- a/source/blender/gpu/shaders/gpu_shader_text_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_text_vert.glsl
@@ -1,11 +1,15 @@
// TODO(merwin):
-// - use modern GLSL
// - uniform color, not per vertex
// - generic attrib inputs (2D pos, tex coord)
-flat varying vec4 color;
-noperspective varying vec2 texcoord;
+#if __VERSION__ == 120
+ flat varying vec4 color;
+ noperspective varying vec2 texcoord;
+#else
+ flat out vec4 color;
+ noperspective out vec2 texcoord;
+#endif
void main()
{
More information about the Bf-blender-cvs
mailing list