mirror of https://github.com/CGAL/cgal
add misisng highp in compatibility shaders
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1761c62087
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e02eef8aa3
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@ -162,12 +162,12 @@ const char vertex_source_color_comp[] =
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"void main(void)\n"
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"void main(void)\n"
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"{\n"
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"{\n"
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" fP = mv_matrix * vertex; \n"
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" fP = mv_matrix * vertex; \n"
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" mat3 mv_matrix_3; \n"
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" highp mat3 mv_matrix_3; \n"
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" mv_matrix_3[0] = mv_matrix[0].xyz; \n"
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" mv_matrix_3[0] = mv_matrix[0].xyz; \n"
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" mv_matrix_3[1] = mv_matrix[1].xyz; \n"
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" mv_matrix_3[1] = mv_matrix[1].xyz; \n"
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" mv_matrix_3[2] = mv_matrix[2].xyz; \n"
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" mv_matrix_3[2] = mv_matrix[2].xyz; \n"
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" fN = mv_matrix_3* normal; \n"
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" fN = mv_matrix_3* normal; \n"
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" fColor = vec4(color, 1.0); \n"
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" fColor = highp vec4(color, 1.0); \n"
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" gl_PointSize = point_size;\n"
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" gl_PointSize = point_size;\n"
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" gl_Position = mvp_matrix * vertex;\n"
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" gl_Position = mvp_matrix * vertex;\n"
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"}"
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"}"
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@ -178,24 +178,24 @@ const char fragment_source_color_comp[] =
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"varying highp vec4 fP; \n"
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"varying highp vec4 fP; \n"
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"varying highp vec3 fN; \n"
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"varying highp vec3 fN; \n"
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"varying highp vec4 fColor; \n"
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"varying highp vec4 fColor; \n"
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"uniform vec4 light_pos; \n"
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"uniform highp vec4 light_pos; \n"
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"uniform vec4 light_diff; \n"
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"uniform highp vec4 light_diff; \n"
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"uniform vec4 light_spec; \n"
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"uniform highp vec4 light_spec; \n"
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"uniform vec4 light_amb; \n"
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"uniform highp vec4 light_amb; \n"
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"uniform float spec_power ; \n"
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"uniform highp float spec_power ; \n"
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"void main(void) { \n"
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"void main(void) { \n"
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" vec3 L = light_pos.xyz - fP.xyz; \n"
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" highp vec3 L = light_pos.xyz - fP.xyz; \n"
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" vec3 V = -fP.xyz; \n"
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" highp vec3 V = -fP.xyz; \n"
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" vec3 N = normalize(fN); \n"
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" highp vec3 N = normalize(fN); \n"
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" L = normalize(L); \n"
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" L = normalize(L); \n"
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" V = normalize(V); \n"
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" V = normalize(V); \n"
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" vec3 R = reflect(-L, N); \n"
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" highp vec3 R = reflect(-L, N); \n"
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" vec4 diffuse = max(dot(N,L), 0.0) * light_diff * fColor; \n"
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" highp vec4 diffuse = max(dot(N,L), 0.0) * light_diff * fColor; \n"
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" vec4 specular = pow(max(dot(R,V), 0.0), spec_power) * light_spec; \n"
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" highp vec4 specular = pow(max(dot(R,V), 0.0), spec_power) * light_spec; \n"
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"gl_FragColor = light_amb*fColor + diffuse ; \n"
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"gl_FragColor = light_amb*fColor + diffuse ; \n"
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"} \n"
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"} \n"
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@ -212,7 +212,7 @@ const char vertex_source_p_l_comp[] =
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"void main(void)\n"
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"void main(void)\n"
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"{\n"
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"{\n"
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" gl_PointSize = point_size;\n"
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" gl_PointSize = point_size;\n"
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" fColor = vec4(color, 1.0); \n"
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" fColor = highp vec4(color, 1.0); \n"
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" gl_Position = mvp_matrix * vertex;\n"
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" gl_Position = mvp_matrix * vertex;\n"
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"}"
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"}"
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};
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};
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@ -44,7 +44,7 @@ void main(void) {
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gl_FragColor = vec4(d,d,d,1.0);
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gl_FragColor = vec4(d,d,d,1.0);
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else
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else
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{
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{
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vec4 my_color = vec4(color.xyz, 1.0);
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highp vec4 my_color = highp vec4(color.xyz, 1.0);
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highp vec3 L = light_pos.xyz - fP.xyz;
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highp vec3 L = light_pos.xyz - fP.xyz;
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highp vec3 V = -fP.xyz;
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highp vec3 V = -fP.xyz;
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highp vec3 N;
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highp vec3 N;
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@ -55,16 +55,16 @@ void main(void) {
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L = normalize(L);
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L = normalize(L);
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V = normalize(V);
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V = normalize(V);
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highp vec3 R = reflect(-L, N);
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highp vec3 R = reflect(-L, N);
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vec4 diffuse;
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highp vec4 diffuse;
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if(is_two_side == 1)
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if(is_two_side == 1)
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diffuse = abs(dot(N,L)) * light_diff * color;
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diffuse = abs(dot(N,L)) * light_diff * color;
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else
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else
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diffuse = max(dot(N,L), 0.0) * light_diff * my_color;
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diffuse = max(dot(N,L), 0.0) * light_diff * my_color;
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highp vec4 specular = pow(max(dot(R,V), 0.0), spec_power) * light_spec;
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highp vec4 specular = pow(max(dot(R,V), 0.0), spec_power) * light_spec;
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vec4 ret_color = vec4((my_color*light_amb).xyz + diffuse.xyz + specular.xyz,1);
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vec4 ret_color = highp vec4((my_color*light_amb).xyz + diffuse.xyz + specular.xyz,1);
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if(is_selected)
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if(is_selected)
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gl_FragColor = vec4(ret_color.r+70.0/255.0, ret_color.g+70.0/255.0, ret_color.b+70.0/255.0, alpha);
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gl_FragColor = highp vec4(ret_color.r+70.0/255.0, ret_color.g+70.0/255.0, ret_color.b+70.0/255.0, alpha);
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else
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else
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gl_FragColor = vec4(ret_color.xyz, alpha);
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gl_FragColor = highp vec4(ret_color.xyz, alpha);
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}
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}
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}
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}
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