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authorMike Erwin <significant.bit@gmail.com>2017-03-27 08:16:18 +0300
committerMike Erwin <significant.bit@gmail.com>2017-03-27 08:16:18 +0300
commitb95ee78ed3f1851443aea871ffd1b1fd36e5ab1b (patch)
tree9a22b58d2323040d89c49a1ac49318cb0aca2fd3 /source/blender/gpu/shaders/gpu_shader_fire_frag.glsl
parent159f56f4abf30ed1f4b81645a325d051e880cb16 (diff)
OpenGL: prepare GLSL for version 3.3
- use in/out instead of attribute/varying - use named output instead of gl_FragColor - use texture() instead of the multitude of older texture sampling functions The #if __VERSION__ == 120 paths (needed on Mac) will be removed after we switch to 3.3 core profile. Part of T49165 (general OpenGL upgrade)
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_fire_frag.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_fire_frag.glsl12
1 files changed, 10 insertions, 2 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_fire_frag.glsl b/source/blender/gpu/shaders/gpu_shader_fire_frag.glsl
index 3819203bcd9..45f86e036a1 100644
--- a/source/blender/gpu/shaders/gpu_shader_fire_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_fire_frag.glsl
@@ -1,5 +1,13 @@
-varying vec3 coords;
+#if __VERSION__ == 120
+ varying vec3 coords;
+ #define fragColor gl_FragColor
+#else
+ in vec3 coords;
+ out vec4 fragColor;
+ #define texture1D texture
+ #define texture3D texture
+#endif
uniform sampler3D flame_texture;
uniform sampler1D spectrum_texture;
@@ -13,5 +21,5 @@ void main()
color.rgb = emission.a * emission.rgb;
color.a = emission.a;
- gl_FragColor = color;
+ fragColor = color;
}