Fix for OSX compilation

OSX supports GL up to 4.0 and is unlikely to ship gl header for later
version.
This commit is contained in:
vlj
2014-06-13 13:39:23 +02:00
parent 364c7434f6
commit 698d892f73

View File

@@ -277,15 +277,11 @@ void Shaders::loadShaders()
FullScreenShader::DepthOfFieldShader::init();
FullScreenShader::FogShader::init();
FullScreenShader::Gaussian17TapHShader::init();
#if !defined(__linux__) || defined(GL_VERSION_4_3)
FullScreenShader::ComputeGaussian17TapHShader::init();
#endif
FullScreenShader::Gaussian3HBlurShader::init();
FullScreenShader::Gaussian3VBlurShader::init();
FullScreenShader::Gaussian17TapVShader::init();
#if !defined(__linux__) || defined(GL_VERSION_4_3)
FullScreenShader::ComputeGaussian17TapVShader::init();
#endif
FullScreenShader::Gaussian6HBlurShader::init();
FullScreenShader::Gaussian6VBlurShader::init();
FullScreenShader::GlowShader::init();
@@ -2448,18 +2444,19 @@ namespace FullScreenShader
vao = createFullScreenVAO(Program);
}
#if !defined(__linux__) || defined(GL_VERSION_4_3)
GLuint ComputeGaussian17TapHShader::Program;
GLuint ComputeGaussian17TapHShader::uniform_source;
GLuint ComputeGaussian17TapHShader::uniform_dest;
void ComputeGaussian17TapHShader::init()
{
#if WIN32
Program = LoadProgram(
GL_COMPUTE_SHADER, file_manager->getAsset("shaders/gaussian.comp").c_str());
uniform_source = glGetUniformLocation(Program, "source");
uniform_dest = glGetUniformLocation(Program, "dest");
}
#endif
}
GLuint Gaussian6HBlurShader::Program;
GLuint Gaussian6HBlurShader::uniform_tex;
GLuint Gaussian6HBlurShader::uniform_pixel;
@@ -2505,15 +2502,16 @@ namespace FullScreenShader
GLuint ComputeGaussian17TapVShader::Program;
GLuint ComputeGaussian17TapVShader::uniform_source;
GLuint ComputeGaussian17TapVShader::uniform_dest;
#if !defined(__linux__) || defined(GL_VERSION_4_3)
void ComputeGaussian17TapVShader::init()
{
#if WIN32
Program = LoadProgram(
GL_COMPUTE_SHADER, file_manager->getAsset("shaders/gaussianv.comp").c_str());
uniform_source = glGetUniformLocation(Program, "source");
uniform_dest = glGetUniformLocation(Program, "dest");
}
#endif
}
GLuint Gaussian6VBlurShader::Program;
GLuint Gaussian6VBlurShader::uniform_tex;
GLuint Gaussian6VBlurShader::uniform_pixel;