cogl-gles2: Prefix internal GLES 2 wrapper symbols with _

Some internal symbols used for the GLES 2 wrapper were accidentally
being exported. This prepends an underscore to them so they won't
appear in the shared library.
This commit is contained in:
Neil Roberts
2010-06-11 14:36:38 +01:00
parent 0bbf50f905
commit 9343cb849a
6 changed files with 213 additions and 212 deletions

View File

@ -1,20 +1,20 @@
/*** cogl_fixed_fragment_shader_variables_start ***/
/*** _cogl_fixed_fragment_shader_variables_start ***/
/* There is no default precision for floats in fragment shaders in
GLES 2 so we need to define one */
precision highp float;
/*** cogl_fixed_fragment_shader_inputs ***/
/*** _cogl_fixed_fragment_shader_inputs ***/
/* Inputs from the vertex shader */
varying vec4 frag_color;
varying float fog_amount;
/*** cogl_fixed_fragment_shader_texturing_options ***/
/*** _cogl_fixed_fragment_shader_texturing_options ***/
/* Texturing options */
/*** cogl_fixed_fragment_shader_fogging_options ***/
/*** _cogl_fixed_fragment_shader_fogging_options ***/
/* Fogging options */
uniform vec4 fog_color;
@ -22,41 +22,41 @@ uniform vec4 fog_color;
/* Alpha test options */
uniform float alpha_test_ref;
/*** cogl_fixed_fragment_shader_main_declare ***/
/*** _cogl_fixed_fragment_shader_main_declare ***/
void
main (void)
{
/*** cogl_fixed_fragment_shader_main_start ***/
/*** _cogl_fixed_fragment_shader_main_start ***/
/*** cogl_fixed_fragment_shader_fog ***/
/*** _cogl_fixed_fragment_shader_fog ***/
/* Mix the calculated color with the fog color */
gl_FragColor.rgb = mix (fog_color.rgb, gl_FragColor.rgb, fog_amount);
/* Alpha testing */
/*** cogl_fixed_fragment_shader_alpha_never ***/
/*** _cogl_fixed_fragment_shader_alpha_never ***/
discard;
/*** cogl_fixed_fragment_shader_alpha_less ***/
/*** _cogl_fixed_fragment_shader_alpha_less ***/
if (gl_FragColor.a >= alpha_test_ref)
discard;
/*** cogl_fixed_fragment_shader_alpha_equal ***/
/*** _cogl_fixed_fragment_shader_alpha_equal ***/
if (gl_FragColor.a != alpha_test_ref)
discard;
/*** cogl_fixed_fragment_shader_alpha_lequal ***/
/*** _cogl_fixed_fragment_shader_alpha_lequal ***/
if (gl_FragColor.a > alpha_test_ref)
discard;
/*** cogl_fixed_fragment_shader_alpha_greater ***/
/*** _cogl_fixed_fragment_shader_alpha_greater ***/
if (gl_FragColor.a <= alpha_test_ref)
discard;
/*** cogl_fixed_fragment_shader_alpha_notequal ***/
/*** _cogl_fixed_fragment_shader_alpha_notequal ***/
if (gl_FragColor.a == alpha_test_ref)
discard;
/*** cogl_fixed_fragment_shader_alpha_gequal ***/
/*** _cogl_fixed_fragment_shader_alpha_gequal ***/
if (gl_FragColor.a < alpha_test_ref)
discard;
/*** cogl_fixed_fragment_shader_end ***/
/*** _cogl_fixed_fragment_shader_end ***/
}