Adusted Font shaders to use gl3 path on gles3, iphone example using inbuilt shaders
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@@ -35,13 +35,22 @@ using namespace std;
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static osg::ApplicationUsageProxy Font_e0(osg::ApplicationUsage::ENVIRONMENTAL_VARIABLE,"OSG_TEXT_INCREMENTAL_SUBLOADING <type>","ON | OFF");
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#define FIXED_FUNCTION defined(OSG_GL_FIXED_FUNCTION_AVAILABLE)
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#define SHADERS_GL3 (defined(OSG_GL3_AVAILABLE))
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#define SHADERS_GL3 (defined(OSG_GL3_AVAILABLE) || defined(OSG_GLES3_AVAILABLE))
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#define SHADERS_GL2 !FIXED_FUNCTION && !SHADERS_GL3
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#define IS_ES (defined(OSG_GLES2_AVAILABLE) || defined(OSG_GLES3_AVAILABLE))
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#if SHADERS_GL3
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#if !IS_ES
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#define GLSL_VERSION_STR "330 core"
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#define GLYPH_CMP "r"
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#else
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#define GLSL_VERSION_STR "300 es"
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#define GLYPH_CMP "a"
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#endif
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static const char* gl3_TextVertexShader = {
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"#version 330 core\n"
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"#version " GLSL_VERSION_STR "\n"
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"// gl3_TextVertexShader\n"
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"#ifdef GL_ES\n"
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" precision highp float;\n"
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@@ -61,7 +70,7 @@ static const char* gl3_TextVertexShader = {
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};
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static const char* gl3_TextFragmentShader = {
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"#version 330 core\n"
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"#version " GLSL_VERSION_STR "\n"
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"// gl3_TextFragmentShader\n"
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"#ifdef GL_ES\n"
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" precision highp float;\n"
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@@ -72,7 +81,7 @@ static const char* gl3_TextFragmentShader = {
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"out vec4 color;\n"
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"void main(void)\n"
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"{\n"
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" if (texCoord.x>=0.0) color = vertexColor * vec4(1.0, 1.0, 1.0, texture(glyphTexture, texCoord).r);\n"
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" if (texCoord.x>=0.0) color = vertexColor * vec4(1.0, 1.0, 1.0, texture(glyphTexture, texCoord)." GLYPH_CMP ");\n"
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" else color = vertexColor;\n"
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"}\n"
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};
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