Assume __VERSION >= 130 everywhere

This commit is contained in:
Vincent Lejeune 2015-01-01 03:18:13 +01:00
parent 1985f188a3
commit 883ab43e29
19 changed files with 0 additions and 105 deletions

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@ -1,13 +1,7 @@
uniform sampler2D tex;
#if __VERSION__ >= 130
in vec2 uv;
out vec4 FragColor;
#else
varying vec2 uv;
#define FragColor gl_FragColor
#endif
void main(void)
{

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@ -8,13 +8,8 @@ uniform vec3 inlevel;
uniform vec2 outlevel;
uniform mat4 invprojm;
#if __VERSION__ >= 130
in vec2 uv;
out vec4 FragColor;
#else
varying vec2 uv;
#define FragColor gl_FragColor
#endif
#define PI 3.14159265

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@ -1,11 +1,6 @@
uniform ivec4 color;
#if __VERSION__ >= 130
out vec4 FragColor;
#else
#define FragColor gl_FragColor
#endif
void main()
{

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@ -1,11 +1,6 @@
uniform vec3 col;
#if __VERSION__ >= 130
out vec4 FragColor;
#else
#define FragColor gl_FragColor
#endif
void main()
{

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@ -1,16 +1,8 @@
uniform sampler2D tex;
#if __VERSION__ >= 130
in vec2 uv;
in vec4 col;
out vec4 FragColor;
#else
varying vec2 uv;
varying vec4 col;
#define FragColor gl_FragColor
#endif
void main()
{

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@ -8,15 +8,9 @@ uniform sampler2D Detail;
uniform sampler2D SpecMap;
#endif
#if __VERSION__ >= 130
in vec2 uv;
in vec2 uv_bis;
out vec4 FragColor;
#else
varying vec2 uv;
varying vec2 uv_bis;
#define FragColor gl_FragColor
#endif
vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue);

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@ -5,18 +5,11 @@ uniform sampler2D tex;
uniform vec2 dir;
uniform vec2 dir2;
#if __VERSION__ >= 130
in vec2 uv;
in vec2 uv_bis;
in float camdist;
out vec4 FragColor;
#else
varying vec2 uv;
varying vec2 uv_bis;
varying float camdist;
#define FragColor gl_FragColor
#endif
const float maxlen = 0.02;

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@ -1,12 +1,7 @@
uniform sampler2D tex;
#if __VERSION__ >= 130
in vec2 uv;
out vec4 FragColor;
#else
varying vec2 uv;
#define FragColor gl_FragColor
#endif
void main()
{

View File

@ -1,13 +1,8 @@
uniform sampler2D tex;
uniform vec3 col;
#if __VERSION__ >= 130
in vec2 uv;
out vec4 FragColor;
#else
varying vec2 uv;
#define FragColor gl_FragColor
#endif
void main()
{

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@ -5,13 +5,8 @@ uniform vec2 sunpos;
const float decaystep = 0.88;
#if __VERSION__ >= 130
in vec2 uv;
out vec4 FragColor;
#else
varying vec2 uv;
#define FragColor gl_FragColor
#endif
void main()
{

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@ -4,14 +4,9 @@ layout(bindless_sampler) uniform sampler2D tex;
uniform sampler2D tex;
#endif
#if __VERSION__ >= 130
in vec3 nor;
in vec2 uv;
out vec3 EncodedNormal;
#else
varying vec3 nor;
#define EncodedNormal gl_FragColor.xy
#endif
vec2 EncodeNormal(vec3 n);

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@ -6,13 +6,8 @@ layout(bindless_sampler) uniform sampler2D tex;
uniform sampler2D tex;
#endif
#if __VERSION__ >= 130
in vec3 nor;
out vec4 FragColor;
#else
varying vec3 nor;
#define FragColor gl_FragColor
#endif
vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue);

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@ -6,15 +6,9 @@ uniform sampler2D tex;
uniform sampler2D glosstex;
#endif
#if __VERSION__ >= 130
in vec3 nor;
in vec2 uv;
out vec3 EncodedNormal;
#else
varying vec3 nor;
varying vec2 uv;
#define EncodedNormal gl_FragColor.xy
#endif
vec2 EncodeNormal(vec3 n);

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@ -1,11 +1,6 @@
uniform samplerCube tex;
#if __VERSION__ >= 130
out vec4 FragColor;
#else
#define FragColor gl_FragColor
#endif
void main(void)
{

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@ -12,15 +12,9 @@ uniform sampler2D tex_detail2;
uniform sampler2D tex_detail3;
#endif
#if __VERSION__ >= 130
in vec2 uv;
in vec2 uv_bis;
out vec4 FragColor;
#else
varying vec2 uv;
varying vec2 uv_bis;
#define FragColor gl_FragColor
#endif
vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue, float emitMapValue);

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@ -1,13 +1,7 @@
uniform sampler2D tex;
#if __VERSION__ >= 130
in vec2 uv;
out vec4 FragColor;
#else
varying vec2 uv;
#define FragColor gl_FragColor
#endif
void main()
{

View File

@ -1,13 +1,8 @@
uniform sampler2D tex;
uniform ivec4 color;
#if __VERSION__ >= 130
in vec2 uv;
out vec4 FragColor;
#else
varying vec2 uv;
#define FragColor gl_FragColor
#endif
void main()
{

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@ -1,11 +1,6 @@
#if __VERSION__ >= 130
in vec4 color;
out vec4 FragColor;
#else
varying vec4 color;
#define FragColor gl_FragColor
#endif
vec3 getLightFactor(float specMapValue);

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@ -1,9 +1,4 @@
#if __VERSION__ >= 130
out vec4 FragColor;
#else
#define FragColor gl_FragColor
#endif
void main()
{