Merge pull request #72 from c4games/sync-v3-pr20107

Sync v3 pr20107 & fix builtin shaders
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HALX99 2020-02-24 20:59:11 +08:00 committed by GitHub
commit 23b3deaa23
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4 changed files with 20 additions and 19 deletions

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@ -1,5 +1,6 @@
/****************************************************************************
Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
Copyright (c) 2020 c4games.com.
http://www.cocos2d-x.org
@ -32,18 +33,18 @@
#include "renderer/backend/opengl/UtilsGL.h"
CC_BACKEND_BEGIN
namespace {
std::string vsPreDefine("#version 100\n precision highp float;\n precision highp int;\n");
std::string fsPreDefine("precision mediump float;\n precision mediump int;\n");
static const std::string SHADER_PREDEFINE = "#version 100\n precision highp float;\n precision highp int;\n";
}
ProgramGL::ProgramGL(const std::string& vertexShader, const std::string& fragmentShader)
: Program(vertexShader, fragmentShader)
{
#if CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID
//some device required manually specify the precision qualifiers for vertex shader.
_vertexShaderModule = static_cast<ShaderModuleGL*>(ShaderCache::newVertexShaderModule(std::move(vsPreDefine + _vertexShader)));
_fragmentShaderModule = static_cast<ShaderModuleGL*>(ShaderCache::newFragmentShaderModule(std::move(fsPreDefine + _fragmentShader)));
// some device required manually specify the precision qualifiers for vertex shader.
_vertexShaderModule = static_cast<ShaderModuleGL*>(ShaderCache::newVertexShaderModule(std::move(SHADER_PREDEFINE + _vertexShader)));
_fragmentShaderModule = static_cast<ShaderModuleGL*>(ShaderCache::newFragmentShaderModule(std::move(SHADER_PREDEFINE + _fragmentShader)));
#else
_vertexShaderModule = static_cast<ShaderModuleGL*>(ShaderCache::newVertexShaderModule(_vertexShader));
_fragmentShaderModule = static_cast<ShaderModuleGL*>(ShaderCache::newFragmentShaderModule(_fragmentShader));
@ -88,8 +89,8 @@ void ProgramGL::reloadProgram()
_activeUniformInfos.clear();
_mapToCurrentActiveLocation.clear();
_mapToOriginalLocation.clear();
static_cast<ShaderModuleGL*>(_vertexShaderModule)->compileShader(backend::ShaderStage::VERTEX, std::move(vsPreDefine + _vertexShader));
static_cast<ShaderModuleGL*>(_fragmentShaderModule)->compileShader(backend::ShaderStage::FRAGMENT, std::move(fsPreDefine + _fragmentShader));
static_cast<ShaderModuleGL*>(_vertexShaderModule)->compileShader(backend::ShaderStage::VERTEX, std::move(SHADER_PREDEFINE + _vertexShader));
static_cast<ShaderModuleGL*>(_fragmentShaderModule)->compileShader(backend::ShaderStage::FRAGMENT, std::move(SHADER_PREDEFINE + _fragmentShader));
compileProgram();
computeUniformInfos();

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@ -26,10 +26,10 @@
const char* positionTexture_frag = R"(
#ifdef GL_ES
precision lowp float;
#endif
varying mediump vec2 v_texCoord;
#else
varying vec2 v_texCoord;
#endif
uniform sampler2D u_texture;

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@ -25,11 +25,12 @@
const char* positionTextureColor_frag = R"(
#ifdef GL_ES
precision lowp float;
#endif
varying lowp vec4 v_fragmentColor;
varying mediump vec2 v_texCoord;
#else
varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
#endif
uniform sampler2D u_texture;

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@ -24,18 +24,17 @@
*/
const char* positionTextureUColor_frag = R"(
#ifdef GL_ES
precision lowp float;
varying mediump vec2 v_texCoord;
#else
varying vec2 v_texCoord;
#endif
uniform vec4 u_color;
uinform sampler2D u_texture;
varying vec2 v_texCoord;
uniform sampler2D u_texture;
void main()
{
gl_FragColor = texture2D(u_texture, v_texCoord) * u_color;
gl_FragColor = u_color * texture2D(u_texture, v_texCoord);
}
)";