diff options
Diffstat (limited to 'drivers/gles2/shaders/cube_to_dp.glsl')
-rw-r--r-- | drivers/gles2/shaders/cube_to_dp.glsl | 24 |
1 files changed, 19 insertions, 5 deletions
diff --git a/drivers/gles2/shaders/cube_to_dp.glsl b/drivers/gles2/shaders/cube_to_dp.glsl index 5ffc78c0b9..0b3f53a870 100644 --- a/drivers/gles2/shaders/cube_to_dp.glsl +++ b/drivers/gles2/shaders/cube_to_dp.glsl @@ -1,10 +1,17 @@ [vertex] +#ifdef USE_GLES_OVER_GL +#define mediump +#define highp +#else +precision mediump float; +precision mediump int; +#endif -layout(location=0) in highp vec4 vertex_attrib; -layout(location=4) in vec2 uv_in; +attribute highp vec4 vertex_attrib; // attrib:0 +attribute vec2 uv_in; // attrib:4 -out vec2 uv_interp; +varying vec2 uv_interp; void main() { @@ -14,9 +21,16 @@ void main() { [fragment] +#ifdef USE_GLES_OVER_GL +#define mediump +#define highp +#else +precision mediump float; +precision mediump int; +#endif uniform highp samplerCube source_cube; //texunit:0 -in vec2 uv_interp; +varying vec2 uv_interp; uniform bool z_flip; uniform highp float z_far; @@ -49,7 +63,7 @@ void main() { } //normal = normalize(vec3( uv_interp * 2.0 - 1.0, 1.0 )); - float depth = texture(source_cube,normal).r; + float depth = textureCube(source_cube,normal).r; // absolute values for direction cosines, bigger value equals closer to basis axis vec3 unorm = abs(normal); |