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Fix GLSL compilation error with PowerVR devices.

This commit is contained in:
Francisco Zurita 2017-02-20 01:29:10 -05:00
parent b5652e3309
commit c68a092207

View File

@ -275,12 +275,13 @@ public:
" vNumLights = 0.0; \n" " vNumLights = 0.0; \n"
" } \n" " } \n"
" if (uFogUsage == 1) { \n" " if (uFogUsage == 1) { \n"
" lowp float fp; \n" " lowp vec4 shadeColor = aColor; \n"
" if (aPosition.z < -aPosition.w && aModify[1] == 0.0) \n" " if (aPosition.z < -aPosition.w && aModify[1] == 0.0) \n"
" fp = -uFogScale.s + uFogScale.t; \n" " shadeColor.a = -uFogScale.s + uFogScale.t; \n"
" else \n" " else \n"
" fp = aPosition.z/aPosition.w*uFogScale.s + uFogScale.t; \n" " shadeColor.a = aPosition.z/aPosition.w*uFogScale.s + uFogScale.t; \n"
" vShadeColor.a = clamp(fp, 0.0, 1.0); \n" " shadeColor.a = clamp(shadeColor.a, 0.0, 1.0); \n"
" vShadeColor = shadeColor; \n"
" } \n" " } \n"
; ;
if (!_glinfo.isGLESX) { if (!_glinfo.isGLESX) {
@ -1926,7 +1927,8 @@ GLuint _createVertexShader(ShaderPart * _header, ShaderPart * _body)
GLuint shader_object = glCreateShader(GL_VERTEX_SHADER); GLuint shader_object = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(shader_object, 1, &strShaderData, nullptr); glShaderSource(shader_object, 1, &strShaderData, nullptr);
glCompileShader(shader_object); glCompileShader(shader_object);
assert(Utils::checkShaderCompileStatus(shader_object)); if (!Utils::checkShaderCompileStatus(shader_object))
Utils::logErrorShader(GL_VERTEX_SHADER, strShaderData);
return shader_object; return shader_object;
} }