test-shader: guard GLES2 specific changes with COGL_HAS_GLES2
Previously we were using an internal only HAVE_COGL_GLES2 define to guard GLES 2 specific changes so for instance the precision modifiers weren't being emitted in the shader source. http://bugzilla.o-hand.com/show_bug.cgi?id=2178
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@ -20,7 +20,7 @@ typedef struct
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/* These variables are used instead of the standard GLSL variables on
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/* These variables are used instead of the standard GLSL variables on
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GLES 2 */
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GLES 2 */
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#ifdef HAVE_COGL_GLES2
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#ifdef COGL_HAS_GLES2
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#define GLES2_VARS \
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#define GLES2_VARS \
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"precision mediump float;\n" \
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"precision mediump float;\n" \
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@ -29,13 +29,13 @@ typedef struct
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#define TEX_COORD "tex_coord"
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#define TEX_COORD "tex_coord"
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#define COLOR_VAR "frag_color"
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#define COLOR_VAR "frag_color"
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#else /* HAVE_COGL_GLES2 */
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#else /* COGL_HAS_GLES2 */
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#define GLES2_VARS ""
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#define GLES2_VARS ""
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#define TEX_COORD "gl_TexCoord[0]"
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#define TEX_COORD "gl_TexCoord[0]"
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#define COLOR_VAR "gl_Color"
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#define COLOR_VAR "gl_Color"
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#endif /* HAVE_COGL_GLES2 */
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#endif /* COGL_HAS_GLES2 */
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/* a couple of boilerplate defines that are common amongst all the
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/* a couple of boilerplate defines that are common amongst all the
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* sample shaders
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* sample shaders
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@ -301,7 +301,7 @@ button_release_cb (ClutterActor *actor,
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return FALSE;
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return FALSE;
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}
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}
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#ifdef HAVE_COGL_GLES2
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#ifdef COGL_HAS_GLES2
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static gboolean
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static gboolean
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timeout_cb (gpointer data)
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timeout_cb (gpointer data)
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{
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{
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@ -314,7 +314,7 @@ timeout_cb (gpointer data)
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return TRUE;
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return TRUE;
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}
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}
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#endif /* HAVE_COGL_GLES2 */
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#endif /* COGL_HAS_GLES2 */
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G_MODULE_EXPORT gint
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G_MODULE_EXPORT gint
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test_shader_main (gint argc, gchar *argv[])
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test_shader_main (gint argc, gchar *argv[])
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@ -412,7 +412,7 @@ test_shader_main (gint argc, gchar *argv[])
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g_signal_connect (actor, "button-release-event",
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g_signal_connect (actor, "button-release-event",
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G_CALLBACK (button_release_cb), NULL);
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G_CALLBACK (button_release_cb), NULL);
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#ifdef HAVE_COGL_GLES2
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#ifdef COGL_HAS_GLES2
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/* On an embedded platform it is difficult to right click so we will
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/* On an embedded platform it is difficult to right click so we will
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cycle through the shaders automatically */
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cycle through the shaders automatically */
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g_timeout_add_seconds (3, timeout_cb, actor);
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g_timeout_add_seconds (3, timeout_cb, actor);
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