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-rw-r--r--src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java25
1 files changed, 20 insertions, 5 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 6f16cc4fe..206aa0fd7 100644
--- a/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java
+++ b/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java
@@ -65,7 +65,6 @@ import com.jogamp.common.util.VersionNumber;
* </p>
*/
public class ShaderCode {
- public static final boolean DEBUG = Debug.debug("GLSLCode");
public static final boolean DEBUG_CODE = Debug.isPropertyDefined("jogl.debug.GLSLCode", true);
/** Unique resource suffix for {@link GL2ES2#GL_VERTEX_SHADER} in source code: <code>vp</code> */
@@ -484,6 +483,7 @@ public class ShaderCode {
// Create & Compile the vertex/fragment shader objects
if(null!=shaderSource) {
if(DEBUG_CODE) {
+ System.err.println("ShaderCode.compile:");
dumpShaderSource(System.err);
}
valid=ShaderUtil.createAndCompileShader(gl, shader, shaderType,
@@ -829,9 +829,14 @@ public class ShaderCode {
// Shall we use: #ifdef GL_FRAGMENT_PRECISION_HIGH .. #endif for using highp in fragment shader if avail ?
/** Default precision of {@link GL#isGLES2() ES2} for {@link GL2ES2#GL_VERTEX_SHADER vertex-shader}: {@value #es2_default_precision_vp} */
- public static final String es2_default_precision_vp = "\nprecision highp float;\nprecision highp int;\n";
+ public static final String es2_default_precision_vp = "\nprecision highp float;\nprecision highp int;\n/*precision lowp sampler2D;*/\n/*precision lowp samplerCube;*/\n";
/** Default precision of {@link GL#isGLES2() ES2} for {@link GL2ES2#GL_FRAGMENT_SHADER fragment-shader}: {@value #es2_default_precision_fp} */
- public static final String es2_default_precision_fp = "\nprecision mediump float;\nprecision mediump int;\n/*precision lowp sampler2D;*/\n";
+ public static final String es2_default_precision_fp = "\nprecision mediump float;\nprecision mediump int;\n/*precision lowp sampler2D;*/\n/*precision lowp samplerCube;*/\n";
+
+ /** Default precision of {@link GL#isGLES3() ES3} for {@link GL2ES2#GL_VERTEX_SHADER vertex-shader}: {@value #es3_default_precision_vp} */
+ public static final String es3_default_precision_vp = es2_default_precision_vp;
+ /** Default precision of {@link GL#isGLES3() ES3} for {@link GL2ES2#GL_FRAGMENT_SHADER fragment-shader}: {@value #es3_default_precision_fp} */
+ public static final String es3_default_precision_fp = es2_default_precision_fp;
/** Default precision of GLSL &ge; 1.30 as required until &lt; 1.50 for {@link GL2ES2#GL_VERTEX_SHADER vertex-shader} or {@link GL3#GL_GEOMETRY_SHADER geometry-shader}: {@value #gl3_default_precision_vp_gp}. See GLSL Spec 1.30-1.50 Section 4.5.3. */
public static final String gl3_default_precision_vp_gp = "\nprecision highp float;\nprecision highp int;\n";
@@ -872,7 +877,17 @@ public class ShaderCode {
case GL2ES2.GL_VERTEX_SHADER:
defaultPrecision = es2_default_precision_vp; break;
case GL2ES2.GL_FRAGMENT_SHADER:
- defaultPrecision = es2_default_precision_vp; break;
+ defaultPrecision = es2_default_precision_fp; break;
+ default:
+ defaultPrecision = null;
+ break;
+ }
+ } else if( gl.isGLES3() ) {
+ switch ( shaderType ) {
+ case GL2ES2.GL_VERTEX_SHADER:
+ defaultPrecision = es3_default_precision_vp; break;
+ case GL2ES2.GL_FRAGMENT_SHADER:
+ defaultPrecision = es3_default_precision_fp; break;
default:
defaultPrecision = null;
break;
@@ -900,7 +915,7 @@ public class ShaderCode {
/** Returns true, if GLSL version requires default precision, i.e. ES2 or GLSL [1.30 .. 1.50[. */
public static final boolean requiresDefaultPrecision(GL2ES2 gl) {
- if( gl.isGLES2() ) {
+ if( gl.isGLES2() || gl.isGLES3() ) {
return true;
}
return requiresGL3DefaultPrecision(gl);