From 2911fc03db02b9606b4e31ad0e173b8778e99383 Mon Sep 17 00:00:00 2001 From: Neil Roberts Date: Fri, 6 Jun 2008 14:21:22 +0000 Subject: [PATCH] * 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. --- gles/cogl-fixed-fragment-shader.glsl | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/gles/cogl-fixed-fragment-shader.glsl b/gles/cogl-fixed-fragment-shader.glsl index bb4ee4dcb..68e026160 100644 --- a/gles/cogl-fixed-fragment-shader.glsl +++ b/gles/cogl-fixed-fragment-shader.glsl @@ -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 */ varying vec4 frag_color; varying vec2 tex_coord;