Fix warnings from shaders and include EXTRA_CODE_HERE sentinel in places using DEFINE_GL_FRAGCOLOR for consistency.

meow-7.2.2
Graham Linden graham@lindenlab.com 2018-03-09 20:59:18 +00:00
parent e7203d9a78
commit b2d8d63890
25 changed files with 49 additions and 9 deletions

View File

@ -22,6 +22,8 @@
* $/LicenseInfo$
*/
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else

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@ -23,6 +23,8 @@
* $/LicenseInfo$
*/
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else

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@ -22,7 +22,9 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else

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@ -22,6 +22,8 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];

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@ -22,7 +22,7 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];

View File

@ -23,6 +23,8 @@
* $/LicenseInfo$
*/
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else

View File

@ -23,6 +23,8 @@
* $/LicenseInfo$
*/
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else

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@ -23,6 +23,7 @@
* $/LicenseInfo$
*/
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];

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@ -22,6 +22,8 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];

View File

@ -23,6 +23,8 @@
* $/LicenseInfo$
*/
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else

View File

@ -23,7 +23,7 @@
* $/LicenseInfo$
*/
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;

View File

@ -23,6 +23,8 @@
* $/LicenseInfo$
*/
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else

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@ -22,8 +22,8 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
uniform sampler2DRect diffuseMap;
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
@ -31,6 +31,7 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
uniform sampler2DRect diffuseMap;
VARYING vec2 vary_fragcoord;
void main()

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@ -23,6 +23,8 @@
* $/LicenseInfo$
*/
/*[EXTRA_CODE_HERE]*/
#define DIFFUSE_ALPHA_MODE_IGNORE 0
#define DIFFUSE_ALPHA_MODE_BLEND 1
#define DIFFUSE_ALPHA_MODE_MASK 2

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@ -30,14 +30,14 @@
#extension GL_ARB_texture_rectangle : enable
#extension GL_ARB_shader_texture_lod : enable
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
/*[EXTRA_CODE_HERE]*/
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect depthMap;

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@ -23,6 +23,8 @@
* $/LicenseInfo$
*/
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else

View File

@ -23,6 +23,8 @@
* $/LicenseInfo$
*/
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else

View File

@ -23,6 +23,8 @@
* $/LicenseInfo$
*/
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else

View File

@ -23,6 +23,8 @@
* $/LicenseInfo$
*/
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else

View File

@ -23,6 +23,8 @@
* $/LicenseInfo$
*/
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else

View File

@ -23,6 +23,8 @@
* $/LicenseInfo$
*/
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else

View File

@ -23,6 +23,8 @@
* $/LicenseInfo$
*/
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else

View File

@ -23,6 +23,8 @@
* $/LicenseInfo$
*/
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else

View File

@ -23,6 +23,8 @@
* $/LicenseInfo$
*/
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else

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@ -25,14 +25,14 @@
#extension GL_ARB_texture_rectangle : enable
/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
/*[EXTRA_CODE_HERE]*/
uniform sampler2D glowMap;
uniform sampler2DRect screenMap;