/* ResidualVM - A 3D game interpreter * * ResidualVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "common/scummsys.h" #if defined(USE_GLES2) || defined(USE_OPENGL_SHADERS) namespace OpenGL { namespace BuiltinShaders { const char *compatVertex = "#if defined(GL_ES)\n" "mediump float round(in mediump float x) {\n" "return sign(x) * floor(abs(x) + .5);\n" "}\n" "#define in attribute\n" "#define out varying\n" "#elif __VERSION__ < 130\n" "float round(in float x) {\n" "return sign(x) * floor(abs(x) + .5);\n" "}\n" "#define highp\n" "#define in attribute\n" "#define out varying\n" "#endif\n"; const char *compatFragment = "#if defined(GL_ES)\n" "#define in varying\n" "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" "precision highp float;\n" "#else\n" "precision mediump float;\n" "#endif\n" "#define OUTPUT\n" "#define outColor gl_FragColor\n" "#define texture texture2D\n" "#elif __VERSION__ < 130\n" "#define in varying\n" "#define OUTPUT\n" "#define outColor gl_FragColor\n" "#define texture texture2D\n" "#else\n" "#define OUTPUT out vec4 outColor;\n" "#endif\n"; } } // End of namespace OpenGL #endif