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authorRyan Houdek <Sonicadvance1@gmail.com>2013-05-06 06:43:04 -0500
committerRyan Houdek <Sonicadvance1@gmail.com>2013-05-06 06:43:04 -0500
commit0247b2a97a1dc4edf56a035cf7d128a636a8460e (patch)
treeca8e9dc59eaa45f0230cb795149a28694ab50c65 /Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp
parent5ac58a34ead8b80806b02e6f412ba33eed0d6bfc (diff)
[Android] More GLES3 things. Disable Framedumping and MSAA rendering. Remove the HLSL->GLSL shader defines since Qualcomm doesn't support this in their shader compiler. Now they get chosen in our shader generator instead.
Diffstat (limited to 'Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp')
-rw-r--r--Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp8
1 files changed, 2 insertions, 6 deletions
diff --git a/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp b/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp
index d24ab5a6a0..1b5ab26c73 100644
--- a/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp
+++ b/Source/Plugins/Plugin_VideoOGL/Src/ProgramShaderCache.cpp
@@ -103,6 +103,7 @@ void SHADER::SetProgramVariables()
void SHADER::SetProgramBindings()
{
+#ifndef USE_GLES3
if (g_ActiveConfig.backend_info.bSupportsDualSourceBlend)
{
// So we do support extended blending
@@ -120,7 +121,7 @@ void SHADER::SetProgramBindings()
// ogl2 shaders don't need to bind output colors.
// gl_FragColor already point to color channel
}
-
+#endif
// Need to set some attribute locations
glBindAttribLocation(glprogid, SHADER_POSITION_ATTRIB, "rawpos");
@@ -516,11 +517,6 @@ void ProgramShaderCache::CreateHeader ( void )
"#define float3 vec3\n"
"#define float4 vec4\n"
- // hlsl to glsl function translation
- "#define frac(x) fract(x)\n"
- "#define saturate(x) clamp(x, 0.0f, 1.0f)\n"
- "#define lerp(x, y, z) mix(x, y, z)\n"
-
// glsl 120 hack
"%s\n"
"%s\n"