From 6046b11b4f38b8657a41666b8a8985955c09e1e5 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Tue, 15 Jul 2014 01:05:53 +0200 Subject: [PATCH] - all shaders now compile in core profile. --- src/gl/shaders/gl_shader.cpp | 2 +- wadsrc/static/shaders/glsl/burn.fp | 3 ++- wadsrc/static/shaders/glsl/fogboundary.fp | 3 ++- wadsrc/static/shaders/glsl/main.fp | 4 +++- wadsrc/static/shaders/glsl/stencil.fp | 3 ++- 5 files changed, 10 insertions(+), 5 deletions(-) diff --git a/src/gl/shaders/gl_shader.cpp b/src/gl/shaders/gl_shader.cpp index 2ce8155005..b056def8ee 100644 --- a/src/gl/shaders/gl_shader.cpp +++ b/src/gl/shaders/gl_shader.cpp @@ -88,7 +88,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char * // FString vp_comb = "#version 130\n"; - if (gl.glslversion >= 3.3f) vp_comb = "#version 330 compatibility\n"; // I can't shut up the deprecation warnings in GLSL 1.3 so if available use a version with compatibility profile. + if (gl.glslversion >= 3.3f) vp_comb = "#version 330 core\n"; // I can't shut up the deprecation warnings in GLSL 1.3 so if available use a version with compatibility profile. // todo when using shader storage buffers, add // "#version 400 compatibility\n#extension GL_ARB_shader_storage_buffer_object : require\n" instead. diff --git a/wadsrc/static/shaders/glsl/burn.fp b/wadsrc/static/shaders/glsl/burn.fp index d147482125..0cc3f79505 100644 --- a/wadsrc/static/shaders/glsl/burn.fp +++ b/wadsrc/static/shaders/glsl/burn.fp @@ -2,6 +2,7 @@ uniform sampler2D tex; uniform sampler2D texture2; in vec4 vTexCoord; in vec4 vColor; +out vec4 FragColor; void main() { @@ -10,5 +11,5 @@ void main() vec4 t1 = texture2D(texture2, vTexCoord.xy); vec4 t2 = texture2D(tex, vec2(vTexCoord.x, 1.0-vTexCoord.y)); - gl_FragColor = frag * vec4(t1.r, t1.g, t1.b, t2.a); + FragColor = frag * vec4(t1.r, t1.g, t1.b, t2.a); } diff --git a/wadsrc/static/shaders/glsl/fogboundary.fp b/wadsrc/static/shaders/glsl/fogboundary.fp index edf9384c67..1a2b0b0f9b 100644 --- a/wadsrc/static/shaders/glsl/fogboundary.fp +++ b/wadsrc/static/shaders/glsl/fogboundary.fp @@ -1,5 +1,6 @@ in vec4 pixelpos; in vec2 glowdist; +out vec4 FragColor; //=========================================================================== // @@ -30,6 +31,6 @@ void main() fogdist = max(16.0, distance(pixelpos.xyz, uCameraPos.xyz)); } fogfactor = exp2 (uFogDensity * fogdist); - gl_FragColor = vec4(uFogColor.rgb, 1.0 - fogfactor); + FragColor = vec4(uFogColor.rgb, 1.0 - fogfactor); } diff --git a/wadsrc/static/shaders/glsl/main.fp b/wadsrc/static/shaders/glsl/main.fp index 6bb96aa9ab..c560574019 100644 --- a/wadsrc/static/shaders/glsl/main.fp +++ b/wadsrc/static/shaders/glsl/main.fp @@ -4,6 +4,8 @@ in vec2 glowdist; in vec4 vTexCoord; in vec4 vColor; +out vec4 FragColor; + #ifdef SHADER_STORAGE_LIGHTS layout(std430, binding = 3) buffer ParameterBuffer { @@ -326,6 +328,6 @@ void main() break; } } - gl_FragColor = frag; + FragColor = frag; } diff --git a/wadsrc/static/shaders/glsl/stencil.fp b/wadsrc/static/shaders/glsl/stencil.fp index 9e4afec041..d1b8745f6e 100644 --- a/wadsrc/static/shaders/glsl/stencil.fp +++ b/wadsrc/static/shaders/glsl/stencil.fp @@ -1,7 +1,8 @@ in vec4 pixelpos; +out vec4 FragColor; void main() { - gl_FragColor = vec4(1.0); + FragColor = vec4(1.0); }