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1 /* | 1 /* |
2 * Copyright 2010, Google Inc. | 2 * Copyright 2010, Google Inc. |
3 * All rights reserved. | 3 * All rights reserved. |
4 * | 4 * |
5 * Redistribution and use in source and binary forms, with or without | 5 * Redistribution and use in source and binary forms, with or without |
6 * modification, are permitted provided that the following conditions are | 6 * modification, are permitted provided that the following conditions are |
7 * met: | 7 * met: |
8 * | 8 * |
9 * * Redistributions of source code must retain the above copyright | 9 * * Redistributions of source code must retain the above copyright |
10 * notice, this list of conditions and the following disclaimer. | 10 * notice, this list of conditions and the following disclaimer. |
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197 * @return {bool} Success. | 197 * @return {bool} Success. |
198 */ | 198 */ |
199 o3d.Effect.prototype.loadShaderFromString = function(shaderString, type) { | 199 o3d.Effect.prototype.loadShaderFromString = function(shaderString, type) { |
200 if (!this.program_) { | 200 if (!this.program_) { |
201 this.program_ = this.gl.createProgram(); | 201 this.program_ = this.gl.createProgram(); |
202 } | 202 } |
203 | 203 |
204 var success = true; | 204 var success = true; |
205 | 205 |
206 var shader = this.gl.createShader(type); | 206 var shader = this.gl.createShader(type); |
207 this.gl.shaderSource(shader, shaderString); | 207 this.gl.shaderSource( |
| 208 shader, "#ifdef GL_ES\nprecision highp float;\n#endif\n" + shaderString); |
208 this.gl.compileShader(shader); | 209 this.gl.compileShader(shader); |
209 | |
210 if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) { | 210 if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) { |
211 success = false; | 211 success = false; |
212 var log = this.gl.getShaderInfoLog(shader); | 212 var log = this.gl.getShaderInfoLog(shader); |
213 this.gl.client.error_callback( | 213 this.gl.client.error_callback( |
214 'Shader compile failed with error log:\n' + log); | 214 'Shader compile failed with error log:\n' + log); |
215 } | 215 } |
216 | 216 |
217 this.gl.attachShader(this.program_, shader); | 217 this.gl.attachShader(this.program_, shader); |
218 | 218 |
219 return success; | 219 return success; |
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619 * @type {o3d.Effect.MatrixLoadOrder} | 619 * @type {o3d.Effect.MatrixLoadOrder} |
620 */ | 620 */ |
621 o3d.Effect.prototype.matrix_load_order_ = o3d.Effect.ROW_MAJOR; | 621 o3d.Effect.prototype.matrix_load_order_ = o3d.Effect.ROW_MAJOR; |
622 | 622 |
623 | 623 |
624 /** | 624 /** |
625 * The source for the shaders on this Effect. | 625 * The source for the shaders on this Effect. |
626 * @type {string} | 626 * @type {string} |
627 */ | 627 */ |
628 o3d.Effect.prototype.source_ = ''; | 628 o3d.Effect.prototype.source_ = ''; |
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