removed version macros from shaders and add automatically in compile step
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@@ -199,12 +199,26 @@ QVariant OpenGLRenderer::CreateNativeShader(ShaderCode code)
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{
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QOpenGLShaderProgram* program = new QOpenGLShaderProgram(context_);
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if (!program->addShaderFromSourceCode(QOpenGLShader::Vertex, code.vert_code())) {
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QString vert_code = code.vert_code();
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QString frag_code = code.frag_code();
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const QString shader_preamble = QStringLiteral("#version 300 es\n"
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"\n"
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"#ifdef GL_ES\n"
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"precision highp int;\n"
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"precision highp float;\n"
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"#endif\n"
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"\n");
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vert_code.prepend(shader_preamble);
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frag_code.prepend(shader_preamble);
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if (!program->addShaderFromSourceCode(QOpenGLShader::Vertex, vert_code)) {
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qCritical() << "Failed to add vertex code to shader";
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goto error;
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}
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if (!program->addShaderFromSourceCode(QOpenGLShader::Fragment, code.frag_code())) {
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if (!program->addShaderFromSourceCode(QOpenGLShader::Fragment, frag_code)) {
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qCritical() << "Failed to add fragment code to shader";
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goto error;
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}
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@@ -92,14 +92,7 @@ bool Renderer::GetColorContext(ColorProcessorPtr color_processor, Renderer::Colo
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color_processor->GetProcessor()->getDefaultGPUProcessor()->extractGpuShaderInfo(shader_desc);
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QString shader_frag;
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shader_frag.append(QStringLiteral("#version 150\n"
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"\n"
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"#ifdef GL_ES\n"
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"precision highp int;\n"
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"precision highp float;\n"
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"#endif\n"
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"\n"
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"// Main texture input\n"
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shader_frag.append(QStringLiteral("// Main texture input\n"
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"uniform sampler2D ove_maintex;\n"
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"uniform int ove_maintex_alpha;\n"
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"\n"
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