Commit: d3365c5c725e8876e0cb4bf82f8fee49ddea67d8
Author: Mike Erwin
Date:   Tue Sep 20 16:12:50 2016 +0200
Branches: blender2.8
https://developer.blender.org/rBd3365c5c725e8876e0cb4bf82f8fee49ddea67d8

OpenGL: fix GPU_SHADER_TEXT on non-Mac

Developed on Mac and committed quickly.. oops

===================================================================

M       source/blender/gpu/shaders/gpu_shader_text_frag.glsl
M       source/blender/gpu/shaders/gpu_shader_text_vert.glsl

===================================================================

diff --git a/source/blender/gpu/shaders/gpu_shader_text_frag.glsl 
b/source/blender/gpu/shaders/gpu_shader_text_frag.glsl
index c8c90d8..c169b31 100644
--- a/source/blender/gpu/shaders/gpu_shader_text_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_text_frag.glsl
@@ -1,14 +1,21 @@
 
-flat varying vec4 color;
-noperspective varying vec2 texcoord;
+#if __VERSION__ == 120
+  flat varying vec4 color;
+  noperspective varying vec2 texcoord;
+  #define fragColor gl_FragColor
+#else
+  flat in vec4 color;
+  noperspective in vec2 texcoord;
+  out vec4 fragColor;
+#endif
 
 uniform sampler2D glyph;
 
 void main()
 {
        // input color replaces texture color
-       gl_FragColor.rgb = color.rgb;
+       fragColor.rgb = color.rgb;
 
        // modulate input alpha & texture alpha
-       gl_FragColor.a = color.a * texture2D(glyph, texcoord).a;
+       fragColor.a = color.a * texture2D(glyph, texcoord).a;
 }
diff --git a/source/blender/gpu/shaders/gpu_shader_text_vert.glsl 
b/source/blender/gpu/shaders/gpu_shader_text_vert.glsl
index 7247940..bdbffdf 100644
--- a/source/blender/gpu/shaders/gpu_shader_text_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_text_vert.glsl
@@ -1,11 +1,15 @@
 
 // TODO(merwin):
-// - use modern GLSL
 // - uniform color, not per vertex
 // - generic attrib inputs (2D pos, tex coord)
 
-flat varying vec4 color;
-noperspective varying vec2 texcoord;
+#if __VERSION__ == 120
+  flat varying vec4 color;
+  noperspective varying vec2 texcoord;
+#else
+  flat out vec4 color;
+  noperspective out vec2 texcoord;
+#endif
 
 void main()
 {

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