removed version macros from shaders and add automatically in compile step

This commit is contained in:
itsmattkc
2020-11-19 14:36:05 +11:00
parent 8c3f0ac64e
commit dcf56781b4
22 changed files with 18 additions and 71 deletions
+1 -3
View File
@@ -82,9 +82,7 @@ ShaderCode MathNodeBase::GetShaderCodeInternal(const QString &shader_id, NodeInp
GetShaderVariableCall(param_b_in->id(), type_b));
}
frag = QStringLiteral("#version 150\n"
"\n"
"uniform %1 %3;\n"
frag = QStringLiteral("uniform %1 %3;\n"
"uniform %2 %4;\n"
"\n"
"in vec2 ove_texcoord;\n"
+16 -2
View File
@@ -199,12 +199,26 @@ QVariant OpenGLRenderer::CreateNativeShader(ShaderCode code)
{
QOpenGLShaderProgram* program = new QOpenGLShaderProgram(context_);
if (!program->addShaderFromSourceCode(QOpenGLShader::Vertex, code.vert_code())) {
QString vert_code = code.vert_code();
QString frag_code = code.frag_code();
const QString shader_preamble = QStringLiteral("#version 300 es\n"
"\n"
"#ifdef GL_ES\n"
"precision highp int;\n"
"precision highp float;\n"
"#endif\n"
"\n");
vert_code.prepend(shader_preamble);
frag_code.prepend(shader_preamble);
if (!program->addShaderFromSourceCode(QOpenGLShader::Vertex, vert_code)) {
qCritical() << "Failed to add vertex code to shader";
goto error;
}
if (!program->addShaderFromSourceCode(QOpenGLShader::Fragment, code.frag_code())) {
if (!program->addShaderFromSourceCode(QOpenGLShader::Fragment, frag_code)) {
qCritical() << "Failed to add fragment code to shader";
goto error;
}
+1 -8
View File
@@ -92,14 +92,7 @@ bool Renderer::GetColorContext(ColorProcessorPtr color_processor, Renderer::Colo
color_processor->GetProcessor()->getDefaultGPUProcessor()->extractGpuShaderInfo(shader_desc);
QString shader_frag;
shader_frag.append(QStringLiteral("#version 150\n"
"\n"
"#ifdef GL_ES\n"
"precision highp int;\n"
"precision highp float;\n"
"#endif\n"
"\n"
"// Main texture input\n"
shader_frag.append(QStringLiteral("// Main texture input\n"
"uniform sampler2D ove_maintex;\n"
"uniform int ove_maintex_alpha;\n"
"\n"
-2
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@@ -1,5 +1,3 @@
#version 150
uniform sampler2D base_in;
uniform sampler2D blend_in;
uniform bool base_in_enabled;
-2
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@@ -1,5 +1,3 @@
#version 150
uniform sampler2D tex_in;
uniform int method_in;
uniform float radius_in;
-2
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@@ -1,5 +1,3 @@
#version 150
// Inputs
uniform int orientation;
uniform vec3 color_a;
-2
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@@ -1,5 +1,3 @@
#version 150
// Custom inputs
uniform float hsv_value;
-2
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@@ -1,5 +1,3 @@
#version 150
#define LINEAR_CURVE 0
#define EXPONENTIAL_CURVE 1
#define LOGARITHMIC_CURVE 2
-7
View File
@@ -1,10 +1,3 @@
#version 150
#ifdef GL_ES
precision highp int;
precision highp float;
#endif
// Input texture
uniform sampler2D ove_maintex;
-7
View File
@@ -1,10 +1,3 @@
#version 150
#ifdef GL_ES
precision highp int;
precision highp float;
#endif
uniform mat4 ove_mvpmat;
in vec4 a_position;
-7
View File
@@ -1,10 +1,3 @@
#version 150
#ifdef GL_ES
precision highp int;
precision highp float;
#endif
uniform sampler2D ove_maintex;
uniform vec2 ove_resolution;
-2
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@@ -1,5 +1,3 @@
#version 150
uniform sampler2D out_block_in;
uniform sampler2D in_block_in;
uniform bool out_block_in_enabled;
-2
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@@ -1,5 +1,3 @@
#version 150
uniform mat4 %1;
uniform vec2 %2_resolution;
-7
View File
@@ -1,10 +1,3 @@
#version 150
#ifdef GL_ES
precision highp int;
precision highp float;
#endif
// Input texture
uniform sampler2D tex_in;
-2
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@@ -1,5 +1,3 @@
#version 150
uniform vec2[256] points_in;
uniform int points_in_count;
uniform vec4 color_in;
-2
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@@ -1,5 +1,3 @@
#version 150
uniform sampler2D ove_maintex;
uniform vec2 viewport;
uniform float histogram_scale;
-2
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@@ -1,5 +1,3 @@
#version 150
uniform float histogram_scale;
in vec4 a_position;
-2
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@@ -1,5 +1,3 @@
#version 150
uniform sampler2D ove_maintex;
uniform vec2 viewport;
-2
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@@ -1,5 +1,3 @@
#version 150
uniform sampler2D ove_maintex;
uniform vec2 viewport;
-2
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@@ -1,5 +1,3 @@
#version 150
uniform float waveform_scale;
uniform vec2 ove_resolution;
-2
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@@ -1,5 +1,3 @@
#version 150
uniform vec4 color_in;
out vec4 fragColor;
-2
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@@ -1,5 +1,3 @@
#version 150
// Node parameter inputs
uniform sampler2D tex_in;
uniform vec4 color_in;