diff options
author | Sven Gothel <[email protected]> | 2019-03-26 23:18:45 +0100 |
---|---|---|
committer | Sven Gothel <[email protected]> | 2019-03-26 23:18:45 +0100 |
commit | a77ac6290977db3b7f15097e7c21c7cca8427929 (patch) | |
tree | 88310bc77a9bb8c9e6cecf297c116596ca6cdaf7 | |
parent | 2319a207873cf88da4ce0dadc5e7a2e5479d4254 (diff) |
ShaderCode: Fixed constant usage (GL3 -> GL3ES3)
-rw-r--r-- | src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java | 30 |
1 files changed, 15 insertions, 15 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java b/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java index 0be42e895..532db3a7a 100644 --- a/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java +++ b/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java @@ -148,9 +148,9 @@ public class ShaderCode { switch (type) { case GL2ES2.GL_VERTEX_SHADER: case GL2ES2.GL_FRAGMENT_SHADER: - case GL3.GL_GEOMETRY_SHADER: - case GL3.GL_TESS_CONTROL_SHADER: - case GL3.GL_TESS_EVALUATION_SHADER: + case GL3ES3.GL_GEOMETRY_SHADER: + case GL3ES3.GL_TESS_CONTROL_SHADER: + case GL3ES3.GL_TESS_EVALUATION_SHADER: case GL3ES3.GL_COMPUTE_SHADER: break; default: @@ -179,9 +179,9 @@ public class ShaderCode { switch (type) { case GL2ES2.GL_VERTEX_SHADER: case GL2ES2.GL_FRAGMENT_SHADER: - case GL3.GL_GEOMETRY_SHADER: - case GL3.GL_TESS_CONTROL_SHADER: - case GL3.GL_TESS_EVALUATION_SHADER: + case GL3ES3.GL_GEOMETRY_SHADER: + case GL3ES3.GL_TESS_CONTROL_SHADER: + case GL3ES3.GL_TESS_EVALUATION_SHADER: case GL3ES3.GL_COMPUTE_SHADER: break; default: @@ -386,11 +386,11 @@ public class ShaderCode { return binary?SUFFIX_VERTEX_BINARY:SUFFIX_VERTEX_SOURCE; case GL2ES2.GL_FRAGMENT_SHADER: return binary?SUFFIX_FRAGMENT_BINARY:SUFFIX_FRAGMENT_SOURCE; - case GL3.GL_GEOMETRY_SHADER: + case GL3ES3.GL_GEOMETRY_SHADER: return binary?SUFFIX_GEOMETRY_BINARY:SUFFIX_GEOMETRY_SOURCE; - case GL3.GL_TESS_CONTROL_SHADER: + case GL3ES3.GL_TESS_CONTROL_SHADER: return binary?SUFFIX_TESS_CONTROL_BINARY:SUFFIX_TESS_CONTROL_SOURCE; - case GL3.GL_TESS_EVALUATION_SHADER: + case GL3ES3.GL_TESS_EVALUATION_SHADER: return binary?SUFFIX_TESS_EVALUATION_BINARY:SUFFIX_TESS_EVALUATION_SOURCE; case GL3ES3.GL_COMPUTE_SHADER: return binary?SUFFIX_COMPUTE_BINARY:SUFFIX_COMPUTE_SOURCE; @@ -785,11 +785,11 @@ public class ShaderCode { return "VERTEX_SHADER"; case GL2ES2.GL_FRAGMENT_SHADER: return "FRAGMENT_SHADER"; - case GL3.GL_GEOMETRY_SHADER: + case GL3ES3.GL_GEOMETRY_SHADER: return "GEOMETRY_SHADER"; - case GL3.GL_TESS_CONTROL_SHADER: + case GL3ES3.GL_TESS_CONTROL_SHADER: return "TESS_CONTROL_SHADER"; - case GL3.GL_TESS_EVALUATION_SHADER: + case GL3ES3.GL_TESS_EVALUATION_SHADER: return "TESS_EVALUATION_SHADER"; case GL3ES3.GL_COMPUTE_SHADER: return "COMPUTE_SHADER"; @@ -1338,9 +1338,9 @@ public class ShaderCode { // GLSL [ 1.30 .. 1.50 [ needs at least fragement float default precision! switch ( shaderType ) { case GL2ES2.GL_VERTEX_SHADER: - case GL3.GL_GEOMETRY_SHADER: - case GL3.GL_TESS_CONTROL_SHADER: - case GL3.GL_TESS_EVALUATION_SHADER: + case GL3ES3.GL_GEOMETRY_SHADER: + case GL3ES3.GL_TESS_CONTROL_SHADER: + case GL3ES3.GL_TESS_EVALUATION_SHADER: defaultPrecision = gl3_default_precision_vp_gp; break; case GL2ES2.GL_FRAGMENT_SHADER: defaultPrecision = gl3_default_precision_fp; break; |