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OpenGL modernization: make shaders code compatible with OpenGL ES 2.0
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@ -103,8 +103,8 @@ void GLShaderSimple::cleanup()
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}
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const QString GLShaderSimple::m_vertexShaderSourceSimple = QString(
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"uniform mat4 uMatrix;\n"
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"attribute vec4 vertex;\n"
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"uniform highp mat4 uMatrix;\n"
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"attribute highp vec4 vertex;\n"
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"void main() {\n"
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" gl_Position = uMatrix * vertex;\n"
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"}\n"
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@ -125,10 +125,10 @@ void GLShaderTextured::cleanup()
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}
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const QString GLShaderTextured::m_vertexShaderSourceTextured = QString(
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"uniform mat4 uMatrix;\n"
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"attribute vec4 vertex;\n"
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"attribute vec2 texCoord;\n"
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"varying vec2 texCoordVar;\n"
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"uniform highp mat4 uMatrix;\n"
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"attribute highp vec4 vertex;\n"
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"attribute highp vec2 texCoord;\n"
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"varying mediump vec2 texCoordVar;\n"
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"void main() {\n"
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" gl_Position = uMatrix * vertex;\n"
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" texCoordVar = texCoord;\n"
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@ -136,8 +136,8 @@ const QString GLShaderTextured::m_vertexShaderSourceTextured = QString(
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);
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const QString GLShaderTextured::m_fragmentShaderSourceTextured = QString(
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"uniform sampler2D uTexture;\n"
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"varying vec2 texCoordVar;\n"
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"uniform lowp sampler2D uTexture;\n"
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"varying mediump vec2 texCoordVar;\n"
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"void main() {\n"
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" gl_FragColor = texture2D(uTexture, texCoordVar);\n"
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"}\n"
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