* clutter/eglnative/clutter-stage-egl.c

(clutter_stage_egl_realize): Use ES 2 renderable type when
	building for GLES 2.

	* clutter/eglnative/clutter-event-egl.c (get_backend_time): Added
	a NULL for the microseconds parameter of g_timer_elapsed.

	* clutter/eglnative/clutter-stage-egl.h: 
	* clutter/eglnative/clutter-egl.h: 
	* clutter/eglnative/clutter-backend-egl.h: Include
	clutter-egl-headers.h instead of including the GL headers directly
	so it can include gl2.h when building for GLES 2.

	* clutter/eglnative/clutter-egl-headers.h: 
	* clutter/eglnative/Makefile.am (libclutter_eglnative_la_SOURCES):
	Added clutter-egl-headers.h

	* clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: GLES 2
	doesn't provide a default precision for floats in the fragment
	shader and it will reject the shader if there isn't one.
This commit is contained in:
Neil Roberts 2008-06-06 14:21:22 +00:00
parent 04845aa9c9
commit 2911fc03db

View File

@ -1,3 +1,7 @@
/* There is no default precision for floats in fragment shaders in
GLES 2 so we need to define one */
precision mediump float;
/* Inputs from the vertex shader */ /* Inputs from the vertex shader */
varying vec4 frag_color; varying vec4 frag_color;
varying vec2 tex_coord; varying vec2 tex_coord;