From e6f2fd5c274926b98c1a189650e7f9548eca74ac Mon Sep 17 00:00:00 2001 From: Adeel Kazmi Date: Mon, 2 Feb 2015 15:00:51 +0000 Subject: [PATCH] (RefractionEffect) Ensure shader compiles with more strict compilers --- examples/shader-effect/refraction-effect-example.cpp | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/examples/shader-effect/refraction-effect-example.cpp b/examples/shader-effect/refraction-effect-example.cpp index e9a1a9c..f1325cc 100644 --- a/examples/shader-effect/refraction-effect-example.cpp +++ b/examples/shader-effect/refraction-effect-example.cpp @@ -94,6 +94,7 @@ public: static NoEffect New() { std::string vertexShader = MAKE_SHADER( + precision mediump float;\n uniform mediump vec4 uTextureRect;\n void main()\n {\n @@ -102,6 +103,7 @@ public: }\n ); std::string fragmentShader = MAKE_SHADER( + precision mediump float;\n void main()\n {\n gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n @@ -153,6 +155,7 @@ public: static RefractionEffect New() { std::string vertexShader = MAKE_SHADER( + precision mediump float;\n varying mediump vec2 vTextureOffset;\n void main()\n {\n @@ -167,6 +170,7 @@ public: ); std::string fragmentShader = MAKE_SHADER( + precision mediump float;\n uniform mediump float uEffectStrength;\n uniform mediump vec3 uLightPosition;\n uniform mediump vec2 uLightXYOffset;\n @@ -205,7 +209,7 @@ public: {\n vec3 normal = normalize( vNormal);\n - vec3 lightPosition = uLightPosition + vec3(uLightXYOffset+uLightSpinOffset, 0.f);\n + vec3 lightPosition = uLightPosition + vec3(uLightXYOffset+uLightSpinOffset, 0.0);\n mediump vec3 vecToLight = normalize( (lightPosition - vVertex.xyz) * 0.01 );\n mediump float spotEffect = pow( max(0.05, vecToLight.z ) - 0.05, 8.0);\n -- libgit2 0.21.4