summaryrefslogtreecommitdiffstats
path: root/src/jogl
diff options
context:
space:
mode:
Diffstat (limited to 'src/jogl')
-rw-r--r--src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java9
1 files changed, 9 insertions, 0 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 e1db3f7a3..9f0a77976 100644
--- a/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java
+++ b/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java
@@ -47,6 +47,7 @@ import java.util.Set;
import com.jogamp.opengl.GL;
import com.jogamp.opengl.GL2ES2;
import com.jogamp.opengl.GL3;
+import com.jogamp.opengl.GL3ES3;
import com.jogamp.opengl.GL4;
import com.jogamp.opengl.GLES2;
import com.jogamp.opengl.GLContext;
@@ -138,6 +139,7 @@ public class ShaderCode {
case GL3.GL_GEOMETRY_SHADER:
case GL3.GL_TESS_CONTROL_SHADER:
case GL3.GL_TESS_EVALUATION_SHADER:
+ case GL3ES3.GL_COMPUTE_SHADER:
break;
default:
throw new GLException("Unknown shader type: "+type);
@@ -168,6 +170,7 @@ public class ShaderCode {
case GL3.GL_GEOMETRY_SHADER:
case GL3.GL_TESS_CONTROL_SHADER:
case GL3.GL_TESS_EVALUATION_SHADER:
+ case GL3ES3.GL_COMPUTE_SHADER:
break;
default:
throw new GLException("Unknown shader type: "+type);
@@ -767,6 +770,8 @@ public class ShaderCode {
return "TESS_CONTROL_SHADER";
case GL3.GL_TESS_EVALUATION_SHADER:
return "TESS_EVALUATION_SHADER";
+ case GL3ES3.GL_COMPUTE_SHADER:
+ return "COMPUTE_SHADER";
}
return "UNKNOWN_SHADER";
}
@@ -1284,6 +1289,8 @@ public class ShaderCode {
defaultPrecision = es3_default_precision_vp; break;
case GL2ES2.GL_FRAGMENT_SHADER:
defaultPrecision = es3_default_precision_fp; break;
+ case GL3ES3.GL_COMPUTE_SHADER:
+ defaultPrecision = es3_default_precision_fp; break;
default:
defaultPrecision = null;
break;
@@ -1308,6 +1315,8 @@ public class ShaderCode {
defaultPrecision = gl3_default_precision_vp_gp; break;
case GL2ES2.GL_FRAGMENT_SHADER:
defaultPrecision = gl3_default_precision_fp; break;
+ case GL3ES3.GL_COMPUTE_SHADER:
+ defaultPrecision = gl3_default_precision_fp; break;
default:
defaultPrecision = null;
break;