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Issue 551057: Commented out precision from shaders. These examples were done on my new desk... (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src/
Patch Set: Created 10 years, 11 months ago
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1 // 1 //
2 // Book: OpenGL(R) ES 2.0 Programming Guide 2 // Book: OpenGL(R) ES 2.0 Programming Guide
3 // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner 3 // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner
4 // ISBN-10: 0321502795 4 // ISBN-10: 0321502795
5 // ISBN-13: 9780321502797 5 // ISBN-13: 9780321502797
6 // Publisher: Addison-Wesley Professional 6 // Publisher: Addison-Wesley Professional
7 // URLs: http://safari.informit.com/9780321563835 7 // URLs: http://safari.informit.com/9780321563835
8 // http://www.opengles-book.com 8 // http://www.opengles-book.com
9 // 9 //
10 10
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90 GLushort *indices = NULL; 90 GLushort *indices = NULL;
91 GLbyte vShaderStr[] = 91 GLbyte vShaderStr[] =
92 "attribute vec4 a_position; \n" 92 "attribute vec4 a_position; \n"
93 "attribute vec3 a_normal; \n" 93 "attribute vec3 a_normal; \n"
94 "varying vec3 v_normal; \n" 94 "varying vec3 v_normal; \n"
95 "void main() \n" 95 "void main() \n"
96 "{ \n" 96 "{ \n"
97 " gl_Position = a_position; \n" 97 " gl_Position = a_position; \n"
98 " v_normal = a_normal; \n" 98 " v_normal = a_normal; \n"
99 "} \n"; 99 "} \n";
100 100
101 // TODO(alokp): Shaders containing "precision" do not compile.
101 GLbyte fShaderStr[] = 102 GLbyte fShaderStr[] =
102 "precision mediump float; \n" 103 "//precision mediump float; \n"
103 "varying vec3 v_normal; \n" 104 "varying vec3 v_normal; \n"
104 "uniform samplerCube s_texture; \n" 105 "uniform samplerCube s_texture; \n"
105 "void main() \n" 106 "void main() \n"
106 "{ \n" 107 "{ \n"
107 " gl_FragColor = textureCube( s_texture, v_normal );\n" 108 " gl_FragColor = textureCube( s_texture, v_normal );\n"
108 "} \n"; 109 "} \n";
109 110
110 // Load the shaders and get a linked program object 111 // Load the shaders and get a linked program object
111 userData->programObject = esLoadProgram ( vShaderStr, fShaderStr ); 112 userData->programObject = esLoadProgram ( vShaderStr, fShaderStr );
112 113
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194 195
195 // Delete texture object 196 // Delete texture object
196 glDeleteTextures ( 1, &userData->textureId ); 197 glDeleteTextures ( 1, &userData->textureId );
197 198
198 // Delete program object 199 // Delete program object
199 glDeleteProgram ( userData->programObject ); 200 glDeleteProgram ( userData->programObject );
200 201
201 // Delete vertex buffer objects 202 // Delete vertex buffer objects
202 glDeleteBuffers ( 3, userData->vboIds ); 203 glDeleteBuffers ( 3, userData->vboIds );
203 } 204 }
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