elementary: fix compilation of shader with OpenGL.

SVN revision: 61765
This commit is contained in:
Cedric BAIL 2011-07-26 16:37:41 +00:00
parent febcbbf303
commit 618317e0c1
2 changed files with 6 additions and 2 deletions

View File

@ -326,7 +326,9 @@ static const char vertex_shader[] =
"}\n";
static const char fragment_shader[] =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"uniform vec4 color;\n"
"uniform vec3 light;\n"
"varying vec3 rotated_normal;\n"

View File

@ -47,7 +47,7 @@ load_shader( GLData *gld, GLenum type, const char *shader_src )
char* info_log = malloc(sizeof(char) * info_len);
gl->glGetShaderInfoLog(shader, info_len, NULL, info_log);
printf("Error compiling shader:\n%s\n", info_log );
printf("Error compiling shader:\n%s\n======\n%s\n======\n", info_log, shader_src );
free(info_log);
}
gl->glDeleteShader(shader);
@ -70,7 +70,9 @@ init_shaders(GLData *gld)
"} \n";
GLbyte fShaderStr[] =
"precision mediump float;\n"\
"#ifdef GL_ES \n"
"precision mediump float; \n"
"#endif \n"
"void main() \n"
"{ \n"
" gl_FragColor = vec4 ( 1.0, 0.0, 0.0, 1.0 );\n"