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Write GLSL shader #version before compiling shader.
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parent
8f7da50de4
commit
d401bd992a
2 changed files with 7 additions and 9 deletions
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@ -531,10 +531,6 @@ bool compileGLSLShader(bx::CommandLine& _cmdLine, const std::string& _code, bx::
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writef(_writer, "precision highp float;\n");
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writef(_writer, "#endif // GL_ES\n\n");
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}
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else
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{
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// writef(_writer, "#version %s\n\n", profile);
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}
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bx::write(_writer, optimizedShader, (int32_t)strlen(optimizedShader) );
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uint8_t nul = 0;
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@ -1862,10 +1858,6 @@ int main(int _argc, const char* _argv[])
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writef(&writer, "precision highp float;\n");
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writef(&writer, "#endif // GL_ES\n\n");
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}
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else
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{
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// writef(&writer, "#version %s\n\n", profile);
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}
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}
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writer.write(preprocessor.m_preprocessed.c_str(), (int32_t)preprocessor.m_preprocessed.size() );
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writer.close();
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@ -1906,7 +1898,13 @@ int main(int _argc, const char* _argv[])
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if (glsl)
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{
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compiled = compileGLSLShader(cmdLine, preprocessor.m_preprocessed, writer);
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std::string code;
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if (0 == gles)
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{
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bx::stringPrintf(code, "#version %s\n", profile);
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}
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code += preprocessor.m_preprocessed;
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compiled = compileGLSLShader(cmdLine, code, writer);
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}
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else
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{
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