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Diffstat (limited to 'drivers/gles2/shaders/canvas.glsl')
-rw-r--r--drivers/gles2/shaders/canvas.glsl12
1 files changed, 4 insertions, 8 deletions
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index f72a0d288b..7dce784f52 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -220,29 +220,25 @@ VERTEX_SHADER_CODE
/* clang-format off */
[fragment]
+// texture2DLodEXT and textureCubeLodEXT are fragment shader specific.
+// Do not copy these defines in the vertex section.
#ifndef USE_GLES_OVER_GL
-
#ifdef GL_EXT_shader_texture_lod
#extension GL_EXT_shader_texture_lod : enable
#define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod)
#define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod)
#endif
-
-#endif
+#endif // !USE_GLES_OVER_GL
#ifdef GL_ARB_shader_texture_lod
#extension GL_ARB_shader_texture_lod : enable
#endif
-
#if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod)
#define texture2DLod(img, coord, lod) texture2D(img, coord, lod)
#define textureCubeLod(img, coord, lod) textureCube(img, coord, lod)
#endif
-
-
-
#ifdef USE_GLES_OVER_GL
#define lowp
#define mediump
@@ -351,7 +347,7 @@ void main() {
vec4 color = color_interp;
vec2 uv = uv_interp;
#ifdef USE_FORCE_REPEAT
- //needs to use this to workaround GLES2/WebGL1 forcing tiling that textures that dont support it
+ //needs to use this to workaround GLES2/WebGL1 forcing tiling that textures that don't support it
uv = mod(uv, vec2(1.0, 1.0));
#endif