Add #version 120 to make shaders work on Windows

USL-32
This commit is contained in:
Lipu Fei 2017-06-16 10:59:45 +02:00
parent 3240338f6d
commit adfe6ce63a
6 changed files with 12 additions and 0 deletions

View File

@ -1,5 +1,6 @@
[shaders] [shaders]
vertex = vertex =
#version 120
uniform highp mat4 u_modelViewProjectionMatrix; uniform highp mat4 u_modelViewProjectionMatrix;
uniform lowp float u_active_extruder; uniform lowp float u_active_extruder;
uniform lowp float u_shade_factor; uniform lowp float u_shade_factor;
@ -28,6 +29,7 @@ vertex =
} }
fragment = fragment =
#version 120
varying lowp vec4 v_color; varying lowp vec4 v_color;
varying float v_line_type; varying float v_line_type;

View File

@ -1,5 +1,6 @@
[shaders] [shaders]
vertex = vertex =
#version 120
uniform highp mat4 u_modelViewProjectionMatrix; uniform highp mat4 u_modelViewProjectionMatrix;
attribute highp vec4 a_vertex; attribute highp vec4 a_vertex;
attribute highp vec2 a_uvs; attribute highp vec2 a_uvs;
@ -13,6 +14,7 @@ vertex =
} }
fragment = fragment =
#version 120
uniform sampler2D u_layer0; uniform sampler2D u_layer0;
uniform sampler2D u_layer1; uniform sampler2D u_layer1;
uniform sampler2D u_layer2; uniform sampler2D u_layer2;

View File

@ -1,5 +1,6 @@
[shaders] [shaders]
vertex = vertex =
#version 120
uniform highp mat4 u_modelViewProjectionMatrix; uniform highp mat4 u_modelViewProjectionMatrix;
attribute highp vec4 a_vertex; attribute highp vec4 a_vertex;
@ -14,6 +15,7 @@ vertex =
} }
fragment = fragment =
#version 120
uniform lowp vec4 u_gridColor0; uniform lowp vec4 u_gridColor0;
uniform lowp vec4 u_gridColor1; uniform lowp vec4 u_gridColor1;

View File

@ -1,5 +1,6 @@
[shaders] [shaders]
vertex = vertex =
#version 120
uniform highp mat4 u_modelMatrix; uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_viewProjectionMatrix; uniform highp mat4 u_viewProjectionMatrix;
uniform highp mat4 u_normalMatrix; uniform highp mat4 u_normalMatrix;
@ -21,6 +22,7 @@ vertex =
} }
fragment = fragment =
#version 120
uniform mediump vec4 u_ambientColor; uniform mediump vec4 u_ambientColor;
uniform mediump vec4 u_diffuseColor; uniform mediump vec4 u_diffuseColor;
uniform mediump vec4 u_specularColor; uniform mediump vec4 u_specularColor;

View File

@ -1,5 +1,6 @@
[shaders] [shaders]
vertex = vertex =
#version 120
uniform highp mat4 u_modelMatrix; uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_viewProjectionMatrix; uniform highp mat4 u_viewProjectionMatrix;
uniform highp mat4 u_normalMatrix; uniform highp mat4 u_normalMatrix;
@ -23,6 +24,7 @@ vertex =
} }
fragment = fragment =
#version 120
uniform mediump vec4 u_ambientColor; uniform mediump vec4 u_ambientColor;
uniform mediump vec4 u_diffuseColor1; uniform mediump vec4 u_diffuseColor1;
uniform mediump vec4 u_diffuseColor2; uniform mediump vec4 u_diffuseColor2;

View File

@ -1,5 +1,6 @@
[shaders] [shaders]
vertex = vertex =
#version 120
uniform highp mat4 u_modelMatrix; uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_viewProjectionMatrix; uniform highp mat4 u_viewProjectionMatrix;
uniform highp mat4 u_normalMatrix; uniform highp mat4 u_normalMatrix;
@ -21,6 +22,7 @@ vertex =
} }
fragment = fragment =
#version 120
uniform mediump vec4 u_ambientColor; uniform mediump vec4 u_ambientColor;
uniform mediump vec4 u_diffuseColor; uniform mediump vec4 u_diffuseColor;
uniform highp vec3 u_lightPosition; uniform highp vec3 u_lightPosition;