Kaynağa Gözat

REVIEWED: OpenGL 2.1 compilation

pull/1716/head
Ray 4 yıl önce
ebeveyn
işleme
6719c3a1cd
1 değiştirilmiş dosya ile 6 ekleme ve 12 silme
  1. +6
    -12
      src/rlgl.h

+ 6
- 12
src/rlgl.h Dosyayı Görüntüle

@ -118,6 +118,8 @@
#endif
#endif
// OpenGL 2.1 uses most of OpenGL 3.3 Core functionality
// WARNING: Specific parts are checked with #if defines
#if defined(GRAPHICS_API_OPENGL_21)
#define GRAPHICS_API_OPENGL_33
#endif
@ -666,10 +668,6 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
#endif
#endif
#if defined(GRAPHICS_API_OPENGL_21)
#define GRAPHICS_API_OPENGL_33 // OpenGL 2.1 uses mostly OpenGL 3.3 Core functionality
#endif
#if defined(GRAPHICS_API_OPENGL_33)
#if defined(__APPLE__)
#include <OpenGL/gl3.h> // OpenGL 3 library for OSX
@ -1891,8 +1889,7 @@ int rlGetVersion(void)
#else
return OPENGL_21;
#endif
#endif
#if defined(GRAPHICS_API_OPENGL_33)
#elif defined(GRAPHICS_API_OPENGL_33)
return OPENGL_33;
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
@ -3689,8 +3686,7 @@ static void rlLoadShaderDefault(void)
"attribute vec4 vertexColor; \n"
"varying vec2 fragTexCoord; \n"
"varying vec4 fragColor; \n"
#endif
#if defined(GRAPHICS_API_OPENGL_33)
#elif defined(GRAPHICS_API_OPENGL_33)
"#version 330 \n"
"in vec3 vertexPosition; \n"
"in vec2 vertexTexCoord; \n"
@ -3718,8 +3714,7 @@ static void rlLoadShaderDefault(void)
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
"varying vec2 fragTexCoord; \n"
"varying vec4 fragColor; \n"
#endif
#if defined(GRAPHICS_API_OPENGL_33)
#elif defined(GRAPHICS_API_OPENGL_33)
"#version 330 \n"
"in vec2 fragTexCoord; \n"
"in vec4 fragColor; \n"
@ -3732,8 +3727,7 @@ static void rlLoadShaderDefault(void)
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
" vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0
" gl_FragColor = texelColor*colDiffuse*fragColor; \n"
#endif
#if defined(GRAPHICS_API_OPENGL_33)
#elif defined(GRAPHICS_API_OPENGL_33)
" vec4 texelColor = texture(texture0, fragTexCoord); \n"
" finalColor = texelColor*colDiffuse*fragColor; \n"
#endif

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