Use an openGL 3.3 compatibility context when available.

This commit is contained in:
Vincent Lejeune 2014-02-12 22:16:10 +01:00
parent 3d61056b81
commit 0243546e4d
96 changed files with 98 additions and 99 deletions

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#version 130
#version 330
uniform sampler2D tex;
in vec2 uv;

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#version 130
#version 330
uniform mat4 ModelViewMatrix;
uniform mat4 ProjectionMatrix;
uniform vec3 Position;

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#version 130
#version 330
uniform sampler2D tex;
uniform float low;

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#version 130
#version 330
uniform sampler2D tex;
in vec2 uv;

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#version 130
#version 330 compatibility
uniform float power;
uniform sampler2D tex;

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@ -14,7 +14,7 @@
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#version 130
#version 330
uniform sampler2D tex;
uniform float transparency;
in vec2 uv;

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@ -17,7 +17,7 @@
// Creates a bubble (wave) effect by distorting the texture depending on time
#version 130
#version 330
uniform mat4 ModelViewProjectionMatrix;
uniform float time;

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#version 130
#version 330 compatibility
uniform sampler2D tex;
uniform sampler2D caustictex;
uniform vec2 dir;

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#version 130
#version 330 compatibility
uniform sampler2D tex;
uniform sampler2D oldtex;
uniform vec2 pixel;

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#version 130
#version 330
uniform sampler2D tex;
uniform vec3 inlevel;
uniform vec2 outlevel;

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#version 130
#version 330
uniform ivec4 color;
out vec4 FragColor;

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#version 130
#version 330
uniform vec2 center;
uniform vec2 size;

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#version 130
#version 330
uniform vec3 col;
out vec4 FragColor;

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#version 130
#version 330
uniform sampler2D tex;
in vec2 uv;

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#version 130
#version 330
uniform vec2 center;
uniform vec2 size;
uniform vec2 texcenter;

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@ -1,4 +1,4 @@
#version 130
#version 330
uniform sampler2D Albedo;
uniform sampler2D Detail;
uniform sampler2D DiffuseMap;

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#version 130
#version 330
uniform sampler2D tex;
uniform vec2 dir;
uniform vec2 dir2;

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#version 130
#version 330
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelViewMatrix;

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#version 130
#version 330 compatibility
uniform mat4 ModelViewProjectionMatrix;
void main() {

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@ -1,4 +1,4 @@
#version 130
#version 330
uniform mat4 ProjectionMatrix;
uniform mat4 ViewMatrix;

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@ -1,4 +1,4 @@
#version 130
#version 330
uniform sampler2D tex;
uniform float fogmax;

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@ -1,4 +1,4 @@
#version 130
#version 330
uniform sampler2D tex;
uniform vec2 pixel;

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@ -1,4 +1,4 @@
#version 130
#version 330
uniform sampler2D tex;
uniform vec2 pixel;

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@ -1,4 +1,4 @@
#version 130
#version 330
uniform sampler2D tex;
uniform vec2 pixel;

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@ -1,4 +1,4 @@
#version 130
#version 330
uniform sampler2D tex;
uniform vec2 pixel;

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@ -1,4 +1,4 @@
#version 130
#version 330
uniform sampler2D tex;
in vec2 uv;

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@ -1,4 +1,4 @@
#version 130
#version 330 compatibility
uniform sampler2D tex;
uniform vec3 col;
out vec4 FragColor;

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#version 130
#version 330 compatibility
uniform sampler2D tex;
uniform vec2 sunpos;

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#version 130
#version 330
uniform vec3 windDir;
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 TransposeInverseModelView;

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#version 130
#version 330
uniform vec3 windDir;
uniform mat4 ModelViewProjectionMatrix;

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#version 130
#version 330 compatibility
uniform sampler2D tex;
uniform vec2 texsize;

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#version 130
#version 330 compatibility
#define MAX_SEARCH_STEPS 8.0
#define MAX_DISTANCE 33.0

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#version 130
#version 330 compatibility
in vec4 offset[2];
in vec2 uv;

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#version 130
#version 330 compatibility
in vec4 offset[2];
in vec2 uv;
out vec4 FragColor;

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#version 130
#version 330 compatibility
uniform vec2 PIXEL_SIZE;
uniform mat4 ModelViewProjectionMatrix;

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@ -21,7 +21,7 @@
// The actual boost amount (which linearly scales the blur to be shown).
// should be in the range [0.0, 1.0], though a larger value might make
// the blurring too string. Atm we are using [0, 0.5].
#version 130
#version 330 compatibility
uniform float boost_amount;
// The color buffer to use.

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@ -17,7 +17,7 @@
// motion_blur.vert
#version 130
#version 330 compatibility
void main()
{

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#version 130
#version 330 compatibility
uniform sampler2D tex1;
uniform sampler2D tex2;

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#version 130
#version 330
uniform sampler2D normalMap;
noperspective in vec3 tangent;

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#version 130
#version 330
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 TransposeInverseModelView;

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#version 130
#version 330
noperspective in vec3 nor;
out vec2 EncodedNormal;

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#version 130
#version 330
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 TransposeInverseModelView;

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#version 130
#version 330
uniform sampler2D Albedo;
uniform sampler2D DiffuseMap;
uniform sampler2D SpecularMap;

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#version 130
#version 330
uniform mat4 ModelViewProjectionMatrix;
in vec3 Position;

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@ -1,4 +1,4 @@
#version 130
#version 330
uniform sampler2D tex;
in vec2 uv;
out vec4 FragColor;

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@ -1,4 +1,4 @@
#version 130
#version 330
uniform sampler2D tex;
uniform sampler2D lighttex;
uniform int hastex;

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@ -1,4 +1,4 @@
#version 130
#version 330
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 TransposeInverseModelView;
uniform mat4 TextureMatrix0;

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#version 130
#version 330
uniform sampler2D tex;
uniform int hastex;
uniform float objectid;

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@ -1,4 +1,4 @@
#version 130
#version 330
uniform sampler2D Albedo;
uniform sampler2D DiffuseMap;
uniform sampler2D SpecularMap;

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@ -1,4 +1,4 @@
#version 130
#version 330
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 TransposeInverseModelView;

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@ -1,4 +1,4 @@
#version 130
#version 330
uniform sampler2D tex;
noperspective in vec3 nor;

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@ -1,4 +1,4 @@
#version 130
#version 330
uniform sampler2D tex;
noperspective in vec3 nor;

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@ -1,4 +1,4 @@
#version 130
#version 330
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 TransposeInverseModelView;

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@ -1,4 +1,4 @@
#version 130
#version 330
uniform sampler2D Albedo;
uniform sampler2D DiffuseMap;
uniform sampler2D SpecularMap;

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#version 130
#version 330
uniform sampler2D tex;
uniform sampler2D dtex;
uniform mat4 invproj;

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#version 130
#version 330
uniform mat4 ProjectionMatrix;
uniform mat4 ViewMatrix;

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#version 140
#version 330
uniform int dt;
uniform mat4 sourcematrix;
uniform int level;

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#version 130
#version 330 compatibility
uniform sampler2D tex;
out vec4 FragColor;

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@ -1,5 +1,5 @@
// Passthrough shader for drawQuad()
#version 130
#version 330 compatibility
out vec2 uv;

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#version 130
#version 330 compatibility
uniform sampler2D tex;
uniform vec2 pixel;

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@ -1,4 +1,4 @@
#version 130
#version 330 compatibility
uniform sampler2D tex;
uniform vec2 pixel;

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@ -1,4 +1,4 @@
#version 130
#version 330
uniform int dt;
uniform mat4 sourcematrix;
uniform int level;

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#version 130
#version 330
uniform sampler2D ntex;
uniform sampler2D dtex;

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#version 130
#version 330
uniform sampler2D tex;
uniform sampler2D dtex;

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#version 130
#version 330
uniform sampler2D tex;
uniform sampler2D normals_and_depth;
uniform mat4 invproj;

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#version 130
#version 330
uniform float screenw;
void main()

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#version 130
#version 330
uniform float time;
uniform vec3 campos;
uniform mat4 viewm;

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#version 130
#version 330
in vec2 Position;
in vec2 Texcoord;

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#version 330 core
#version 330
uniform mat4 ModelViewProjectionMatrix[4];
layout(triangles) in;

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#version 330 core
#version 330
in vec3 Position;
in vec2 Texcoord;

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#version 130
#version 330 compatibility
uniform sampler2D halft; // half is a reserved word
uniform sampler2D quarter;
uniform sampler2D eighth;

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#version 130
#version 330 compatibility
uniform sampler2D ntex;
uniform sampler2D ctex;
uniform vec3 campos;

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#version 130
#version 330 compatibility
uniform sampler2D dtex;
uniform mat4 ipvmat;
uniform mat4 shadowmat;

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#version 130
#version 330 compatibility
uniform sampler2D tex;
uniform int hastex;
uniform int viz;

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#version 130
#version 330 compatibility
uniform sampler2D warpx;
uniform sampler2D warpy;

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#version 130
#version 330 compatibility
uniform sampler2D tex;
uniform int size;
uniform vec2 pixel;

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#version 130
#version 330 compatibility
uniform sampler2D tex;
uniform int size;
uniform vec2 pixel;

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@ -16,7 +16,7 @@
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
// skinning.vert
#version 130
#version 330 compatibility
#define MAX_JOINT_NUM 36
#define MAX_LIGHT_NUM 8

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@ -14,7 +14,7 @@
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#version 130
#version 330 compatibility
uniform sampler2D tex;
uniform sampler2D glow_tex;
uniform float transparency;

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@ -17,7 +17,7 @@
// Creates a bubble (wave) effect by distorting the texture depending on time
#version 130
#version 330 compatibility
uniform mat4 ModelViewProjectionMatrix;
uniform float time;

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@ -1,4 +1,4 @@
#version 130
#version 330
uniform sampler2D tex_layout;
uniform sampler2D tex_detail0;
uniform sampler2D tex_detail1;

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@ -15,7 +15,7 @@
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#version 130
#version 330
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 TransposeInverseModelView;

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#version 130
#version 330
uniform sampler2D ntex;
uniform sampler2D dtex;
uniform sampler2D noise_texture;

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#version 130
#version 330
uniform sampler2D ntex;
uniform sampler2D dtex;
//uniform sampler2D cloudtex;

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#version 130
#version 330
uniform sampler2D ntex;
uniform sampler2D dtex;
uniform sampler2DArrayShadow shadowtex;

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#version 130
#version 330
uniform sampler2D tex;
in vec2 uv;

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#version 130
#version 330
uniform vec2 center;
uniform vec2 size;
uniform vec2 texcenter;

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#version 130
#version 330
uniform sampler2D tex;
in vec2 uv;

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@ -1,4 +1,4 @@
#version 130
#version 330
uniform mat4 ModelViewProjectionMatrix;
in vec3 Position;

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#version 130
#version 330
uniform sampler2D tex;
uniform float fogmax;

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#version 130
#version 330
uniform sampler2D DiffuseMap;
uniform sampler2D SpecularMap;
uniform sampler2D SSAO;

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#version 130
#version 330
uniform mat4 ModelViewProjectionMatrix;
in vec3 Position;

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@ -1,6 +1,6 @@
// Shader based on work by Fabien Sanglard
// Released under the terms of CC-BY 3.0
#version 130
#version 330 compatibility
uniform sampler2D BumpTex1; // Normal map 1
uniform sampler2D BumpTex2; // Normal map 2
uniform sampler2D DecalTex; //The texture

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@ -1,6 +1,6 @@
// Shader based on work by Fabien Sanglard
// Released under the terms of CC-BY 3.0
#version 130
#version 330 compatibility
uniform float speed;
uniform float height;
uniform float waveLength;

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@ -744,9 +744,8 @@ bool CIrrDeviceLinux::createWindow()
int context_attribs[] =
{
GLX_CONTEXT_MAJOR_VERSION_ARB, 3,
GLX_CONTEXT_MINOR_VERSION_ARB, 0,
// Uncomment to discard deprecated features
//GLX_CONTEXT_FLAGS_ARB , GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB,
GLX_CONTEXT_MINOR_VERSION_ARB, 3,
GLX_CONTEXT_PROFILE_MASK_ARB, GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB, //GLX_CONTEXT_CORE_PROFILE_BIT_ARB
GLX_CONTEXT_FLAGS_ARB, GLX_CONTEXT_DEBUG_BIT_ARB,
None
};

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@ -412,9 +412,9 @@ bool COpenGLDriver::initDriver(CIrrDeviceWin32* device)
int iAttribs[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
WGL_CONTEXT_MINOR_VERSION_ARB, 1,
//WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB,
WGL_CONTEXT_MINOR_VERSION_ARB, 3,
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_DEBUG_BIT_ARB,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB, //WGL_CONTEXT_CORE_PROFILE_BIT_ARB
0
};
hrc=wglCreateContextAttribs_ARB(HDc, 0, iAttribs);