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authorSven Gothel <[email protected]>2019-03-26 23:18:45 +0100
committerSven Gothel <[email protected]>2019-03-26 23:18:45 +0100
commita77ac6290977db3b7f15097e7c21c7cca8427929 (patch)
tree88310bc77a9bb8c9e6cecf297c116596ca6cdaf7 /src/jogl/classes/com
parent2319a207873cf88da4ce0dadc5e7a2e5479d4254 (diff)
ShaderCode: Fixed constant usage (GL3 -> GL3ES3)
Diffstat (limited to 'src/jogl/classes/com')
-rw-r--r--src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java30
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;