- removed most of the specific options for legacy hardware and consolidated them in one variable (does not work yet.)

This commit is contained in:
Christoph Oelckers 2016-09-01 11:52:52 +02:00
commit 3389a5a74e
27 changed files with 171 additions and 349 deletions

View file

@ -240,24 +240,13 @@ FString FShaderProgram::PatchShader(ShaderType type, const FString &code, const
if (defines)
patchedCode << defines;
if (gl.glslversion >= 1.3)
{
// these settings are actually pointless but there seem to be some old ATI drivers that fail to compile the shader without setting the precision here.
patchedCode << "precision highp int;\n";
patchedCode << "precision highp float;\n";
}
// these settings are actually pointless but there seem to be some old ATI drivers that fail to compile the shader without setting the precision here.
patchedCode << "precision highp int;\n";
patchedCode << "precision highp float;\n";
patchedCode << "#line 1\n";
patchedCode << code;
if (gl.glslversion < 1.3)
{
if (type == Vertex)
PatchVertShader(patchedCode);
else if (type == Fragment)
PatchFragShader(patchedCode);
}
return patchedCode;
}
@ -268,36 +257,3 @@ FString FShaderProgram::PatchShader(ShaderType type, const FString &code, const
//
//==========================================================================
void FShaderProgram::PatchCommon(FString &code)
{
code.Substitute("precision highp int;", "");
code.Substitute("precision highp float;", "");
}
void FShaderProgram::PatchVertShader(FString &code)
{
PatchCommon(code);
code.Substitute("in vec", "attribute vec");
code.Substitute("in float", "attribute float");
code.Substitute("out vec", "varying vec");
code.Substitute("out float", "varying float");
code.Substitute("gl_ClipDistance", "//");
}
void FShaderProgram::PatchFragShader(FString &code)
{
PatchCommon(code);
code.Substitute("out vec4 FragColor;", "");
code.Substitute("FragColor", "gl_FragColor");
code.Substitute("in vec", "varying vec");
// this patches the switch statement to if's.
code.Substitute("break;", "");
code.Substitute("switch (uFixedColormap)", "int i = uFixedColormap;");
code.Substitute("case 0:", "if (i == 0)");
code.Substitute("case 1:", "else if (i == 1)");
code.Substitute("case 2:", "else if (i == 2)");
code.Substitute("case 3:", "else if (i == 3)");
code.Substitute("case 4:", "else if (i == 4)");
code.Substitute("case 5:", "else if (i == 5)");
code.Substitute("texture(", "texture2D(");
}