[vlc-commits] opengl: protect precision settings, since current OS X OpenGL implementations don't support it (yet)
Felix Paul Kühne
git at videolan.org
Fri Feb 8 22:45:24 CET 2013
vlc | branch: master | Felix Paul Kühne <fkuehne at videolan.org> | Fri Feb 8 22:45:16 2013 +0100| [2aecbd24fb9eba0e1b50d30f0afa52e46e1aa695] | committer: Felix Paul Kühne
opengl: protect precision settings, since current OS X OpenGL implementations don't support it (yet)
> http://git.videolan.org/gitweb.cgi/vlc.git/?a=commit;h=2aecbd24fb9eba0e1b50d30f0afa52e46e1aa695
---
modules/video_output/opengl.c | 8 ++++++++
1 file changed, 8 insertions(+)
diff --git a/modules/video_output/opengl.c b/modules/video_output/opengl.c
index 9079e5b..5533fea 100644
--- a/modules/video_output/opengl.c
+++ b/modules/video_output/opengl.c
@@ -194,7 +194,9 @@ static void BuildVertexShader(vout_display_opengl_t *vgl,
/* Basic vertex shader */
const char *vertexShader =
"#version " GLSL_VERSION "\n"
+#if USE_OPENGL_ES
"precision highp float;"
+#endif
"varying vec4 TexCoord0,TexCoord1, TexCoord2;"
"attribute vec4 MultiTexCoord0,MultiTexCoord1,MultiTexCoord2;"
"attribute vec4 VertexPosition;"
@@ -238,7 +240,9 @@ static void BuildYUVFragmentShader(vout_display_opengl_t *vgl,
/* Basic linear YUV -> RGB conversion using bilinear interpolation */
const char *template_glsl_yuv =
"#version " GLSL_VERSION "\n"
+#if USE_OPENGL_ES
"precision highp float;"
+#endif
"uniform sampler2D Texture0;"
"uniform sampler2D Texture1;"
"uniform sampler2D Texture2;"
@@ -289,7 +293,9 @@ static void BuildRGBFragmentShader(vout_display_opengl_t *vgl,
// Simple shader for RGB
const char *code =
"#version " GLSL_VERSION "\n"
+#if USE_OPENGL_ES
"precision highp float;"
+#endif
"uniform sampler2D Texture[3];"
"varying vec4 TexCoord0,TexCoord1,TexCoord2;"
"void main()"
@@ -307,7 +313,9 @@ static void BuildRGBAFragmentShader(vout_display_opengl_t *vgl,
// Simple shader for RGBA
const char *code =
"#version " GLSL_VERSION "\n"
+#if USE_OPENGL_ES
"precision highp float;"
+#endif
"uniform sampler2D Texture;"
"uniform vec4 FillColor;"
"varying vec4 TexCoord0;"
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