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Removed code for tesselation and geometry shader detection
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@@ -89,7 +89,7 @@ Shader::~Shader()
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unloadVolatile();
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}
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GLuint Shader::compileShaderCode(ShaderType type, const std::string &code)
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GLuint Shader::compileCode(ShaderType type, const std::string &code)
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{
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GLenum glshadertype;
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const char *shadertypename = NULL;
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@@ -100,18 +100,6 @@ GLuint Shader::compileShaderCode(ShaderType type, const std::string &code)
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glshadertype = GL_VERTEX_SHADER;
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shadertypename = "vertex";
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break;
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case TYPE_TESSCONTROL:
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glshadertype = GL_TESS_CONTROL_SHADER;
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shadertypename = "tesselation control";
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break;
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case TYPE_TESSEVAL:
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glshadertype = GL_TESS_EVALUATION_SHADER;
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shadertypename = "tesselation evaluation";
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break;
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case TYPE_GEOMETRY:
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glshadertype = GL_GEOMETRY_SHADER;
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shadertypename = "geometry";
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break;
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case TYPE_FRAGMENT:
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glshadertype = GL_FRAGMENT_SHADER;
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shadertypename = "fragment";
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@@ -202,7 +190,7 @@ bool Shader::loadVolatile()
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ShaderSources::const_iterator source;
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for (source = _shadersources.begin(); source != _shadersources.end(); ++source)
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{
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GLuint shaderid = compileShaderCode(source->first, source->second);
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GLuint shaderid = compileCode(source->first, source->second);
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shaderids.push_back(shaderid);
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}
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@@ -42,14 +42,10 @@ public:
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// pointer to currently active Shader.
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static Shader *current;
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// Only vertex and fragment shaders have guaranteed support in all Shaders.
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enum ShaderType
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{
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TYPE_VERTEX,
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TYPE_TESSCONTROL,
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TYPE_TESSEVAL,
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TYPE_GEOMETRY,
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TYPE_FRAGMENT,
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TYPE_MAX_ENUM
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};
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@@ -130,7 +126,7 @@ private:
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GLint getUniformLocation(const std::string &name);
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void checkSetUniformError();
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GLuint compileShaderCode(ShaderType type, const std::string &code);
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GLuint compileCode(ShaderType type, const std::string &code);
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void createProgram(const std::vector<GLuint> &shaderids);
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int getTextureUnit(const std::string &name);
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