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| author | Scott Mansell <phiren@gmail.com> | 2013-11-24 22:48:10 +1300 |
|---|---|---|
| committer | Scott Mansell <phiren@gmail.com> | 2013-11-24 22:48:10 +1300 |
| commit | e6b35642dff3f78548120653a6836c671520f736 (patch) | |
| tree | d649503427cafb1da82ccfef8611c04f765b4fbb /Source/Core/VideoBackends | |
| parent | 531f840720b90ecb22e813d4aa46a593c2669488 (diff) | |
Fix Desktop GLSL versions in the recent changes.
Seems OpenGL ES 3 Requires you must have an lod argument, while Desktop
versions require you must not have a lod argument if you are using a
Sampler2DRect (which doesn't do Mipmapping).
Diffstat (limited to 'Source/Core/VideoBackends')
| -rw-r--r-- | Source/Core/VideoBackends/OGL/Src/TextureConverter.cpp | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/OGL/Src/TextureConverter.cpp b/Source/Core/VideoBackends/OGL/Src/TextureConverter.cpp index cb7fb92e9c..98114feeca 100644 --- a/Source/Core/VideoBackends/OGL/Src/TextureConverter.cpp +++ b/Source/Core/VideoBackends/OGL/Src/TextureConverter.cpp @@ -85,7 +85,11 @@ void CreatePrograms() "COLOROUT(ocol0)\n" "void main()\n" "{\n" +#ifdef USE_GLES3 " vec4 c0 = texelFetch(samp9, ivec2(uv0), 0);\n" +#else + " vec4 c0 = texelFetch(samp9, ivec2(uv0));\n" +#endif " float f = step(0.5, fract(uv0.x));\n" " float y = mix(c0.b, c0.r, f);\n" " float yComp = 1.164 * (y - 0.0625);\n" |
