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-rw-r--r--config.c10
-rw-r--r--gl.c24
-rw-r--r--text.c6
3 files changed, 26 insertions, 14 deletions
diff --git a/config.c b/config.c
index 612a647..ab68241 100644
--- a/config.c
+++ b/config.c
@@ -877,21 +877,21 @@ void config_parse(Ted *ted, ConfigPart **pparts) {
arr_foreach_ptr(ted->all_settings, Settings, s) {
if (*s->bg_shader_text) {
// load bg shader
- char vshader[] = "#version 110\n\
- attribute vec2 v_pos;\n\
+ char vshader[8192] ;
+ strbuf_printf(vshader, "attribute vec2 v_pos;\n\
varying vec2 t_pos;\n\
void main() { \n\
gl_Position = vec4(v_pos * 2.0 - 1.0, 0.0, 1.0);\n\
t_pos = v_pos;\n\
- }";
+ }");
char fshader[8192];
- strbuf_printf(fshader, "#version 110\n\
- varying vec2 t_pos;\n\
+ strbuf_printf(fshader, "varying vec2 t_pos;\n\
uniform float t_time;\n\
uniform float t_save_time;\n\
uniform vec2 t_aspect;\n\
#line 1\n\
%s", settings->bg_shader_text);
+
s->bg_shader = gl_compile_and_link_shaders(ted->error, vshader, fshader);
if (s->bg_shader) {
GLuint bg_buffer = 0, bg_array = 0;
diff --git a/gl.c b/gl.c
index 1d6cb14..ddb4ba4 100644
--- a/gl.c
+++ b/gl.c
@@ -77,10 +77,26 @@ static void gl_get_procs(void) {
#undef gl_get_proc
}
+static GLuint glsl_version(void) {
+ int v = gl_version_major * 100 + gl_version_minor * 10;
+ switch (v) {
+ case 200: return 110;
+ case 210: return 120;
+ }
+ // don't go above 130. i don't want to write two different shaders one using varying and one using whatever new stuff GLSL has these days
+ return 130;
+}
+
// compile a GLSL shader
static GLuint gl_compile_shader(char error_buf[256], char const *code, GLenum shader_type) {
GLuint shader = glCreateShader(shader_type);
- glShaderSource(shader, 1, &code, NULL);
+ char header[32];
+ strbuf_printf(header, "#version %u\n#line 1\n", glsl_version());
+ const char *sources[2] = {
+ header,
+ code
+ };
+ glShaderSource(shader, 2, sources, NULL);
glCompileShader(shader);
GLint status = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
@@ -171,8 +187,7 @@ static GLuint gl_geometry_v_color;
static GLuint gl_geometry_vbo, gl_geometry_vao;
static void gl_geometry_init(void) {
- char const *vshader_code = "#version 110\n\
- attribute vec2 v_pos;\n\
+ char const *vshader_code = "attribute vec2 v_pos;\n\
attribute vec4 v_color;\n\
varying vec4 color;\n\
void main() {\n\
@@ -180,8 +195,7 @@ static void gl_geometry_init(void) {
color = v_color;\n\
}\n\
";
- char const *fshader_code = "#version 110\n\
- varying vec4 color;\n\
+ char const *fshader_code = "varying vec4 color;\n\
void main() {\n\
gl_FragColor = color;\n\
}\n\
diff --git a/text.c b/text.c
index 144a7a0..a3ff48e 100644
--- a/text.c
+++ b/text.c
@@ -90,8 +90,7 @@ static GLuint text_v_pos, text_v_color, text_v_tex_coord;
static GLint text_u_sampler;
static bool text_init(void) {
- char const *vshader_code = "#version 110\n\
-attribute vec4 v_color;\n\
+ char const *vshader_code = "attribute vec4 v_color;\n\
attribute vec2 v_pos;\n\
attribute vec2 v_tex_coord;\n\
varying vec4 color;\n\
@@ -102,8 +101,7 @@ void main() {\n\
gl_Position = vec4(v_pos, 0.0, 1.0);\n\
}\n\
";
- char const *fshader_code = "#version 110\n\
-varying vec4 color;\n\
+ char const *fshader_code = "varying vec4 color;\n\
varying vec2 tex_coord;\n\
uniform sampler2D sampler;\n\
void main() {\n\