Use core blend correctly when using core context.

This commit is contained in:
Themaister 2013-07-06 15:35:32 +02:00
parent c71777f5ec
commit 911558462a

View File

@ -23,8 +23,6 @@
#include "../dynamic.h" #include "../dynamic.h"
#include "../file.h" #include "../file.h"
#define GLSL_DEBUG
#ifdef HAVE_CONFIG_H #ifdef HAVE_CONFIG_H
#include "../config.h" #include "../config.h"
#endif #endif
@ -225,7 +223,6 @@ static const char *stock_fragment_modern_blend =
" gl_FragColor = color * texture2D(Texture, tex_coord);\n" " gl_FragColor = color * texture2D(Texture, tex_coord);\n"
"}"; "}";
#ifndef HAVE_OPENGLES2
static const char *stock_vertex_core_blend = static const char *stock_vertex_core_blend =
"in vec2 TexCoord;\n" "in vec2 TexCoord;\n"
"in vec2 VertexCoord;\n" "in vec2 VertexCoord;\n"
@ -247,7 +244,6 @@ static const char *stock_fragment_core_blend =
"void main() {\n" "void main() {\n"
" FragColor = color * texture(Texture, tex_coord);\n" " FragColor = color * texture(Texture, tex_coord);\n"
"}"; "}";
#endif
static GLint get_uniform(GLuint prog, const char *base) static GLint get_uniform(GLuint prog, const char *base)
{ {
@ -773,13 +769,11 @@ static bool gl_glsl_init(const char *path)
const char *stock_fragment = glsl_shader->modern ? const char *stock_fragment = glsl_shader->modern ?
stock_fragment_modern : stock_fragment_legacy; stock_fragment_modern : stock_fragment_legacy;
#ifndef HAVE_OPENGLES2
if (glsl_core) if (glsl_core)
{ {
stock_vertex = stock_vertex_core; stock_vertex = stock_vertex_core;
stock_fragment = stock_fragment_core; stock_fragment = stock_fragment_core;
} }
#endif
#ifdef HAVE_OPENGLES2 #ifdef HAVE_OPENGLES2
if (!glsl_shader->modern) if (!glsl_shader->modern)
@ -842,14 +836,8 @@ static bool gl_glsl_init(const char *path)
if (glsl_shader->modern) if (glsl_shader->modern)
{ {
#ifdef HAVE_OPENGLES2 // Avoid compiler warnings.
gl_program[GL_SHADER_STOCK_BLEND] = compile_program(stock_vertex_modern_blend,
stock_fragment_modern_blend, GL_SHADER_STOCK_BLEND);
#else
gl_program[GL_SHADER_STOCK_BLEND] = compile_program(glsl_core ? stock_vertex_core_blend : stock_vertex_modern_blend, gl_program[GL_SHADER_STOCK_BLEND] = compile_program(glsl_core ? stock_vertex_core_blend : stock_vertex_modern_blend,
glsl_core ? stock_fragment_modern_blend : stock_fragment_modern_blend, GL_SHADER_STOCK_BLEND); glsl_core ? stock_fragment_core_blend : stock_fragment_modern_blend, GL_SHADER_STOCK_BLEND);
#endif
find_uniforms(0, gl_program[GL_SHADER_STOCK_BLEND], &gl_uniforms[GL_SHADER_STOCK_BLEND]); find_uniforms(0, gl_program[GL_SHADER_STOCK_BLEND], &gl_uniforms[GL_SHADER_STOCK_BLEND]);
} }
else else