Upgrade to OpenGL ES 3.2 (#1879)
* upgrade to opengl 3.2 * cornerpin: no need for hack * renderer: Update OCIO shader language to ES 3.0 Co-authored-by: Thomas Wilshaw <thomaswilshaw@gmail.com>
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Thomas Wilshaw
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a4056d8454
@@ -52,10 +52,10 @@ ShaderCode MathNodeBase::GetShaderCodeInternal(const QString &shader_id, const Q
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vert = QStringLiteral("uniform mat4 %1;\n"
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"\n"
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"attribute vec4 a_position;\n"
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"attribute vec2 a_texcoord;\n"
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"in vec4 a_position;\n"
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"in vec2 a_texcoord;\n"
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"\n"
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"varying vec2 ove_texcoord;\n"
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"out vec2 ove_texcoord;\n"
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"\n"
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"void main() {\n"
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" gl_Position = %1 * a_position;\n"
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@@ -97,12 +97,13 @@ ShaderCode MathNodeBase::GetShaderCodeInternal(const QString &shader_id, const Q
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frag = QStringLiteral("uniform %1 %3;\n"
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"uniform %2 %4;\n"
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"\n"
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"varying vec2 ove_texcoord;\n"
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"in vec2 ove_texcoord;\n"
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"out vec4 frag_color;\n"
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"\n"
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"void main(void) {\n"
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" vec4 c = %5;\n"
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" c.a = clamp(c.a, 0.0, 1.0);\n" // Ensure alpha is between 0.0 and 1.0
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" gl_FragColor = c;\n"
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" frag_color = c;\n"
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"}\n").arg(GetShaderUniformType(type_a),
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GetShaderUniformType(type_b),
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param_a_in,
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