* 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:
parent
04845aa9c9
commit
2911fc03db
@ -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;
|
||||||
|
Loading…
Reference in New Issue
Block a user