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authorRobert Bragg <robert@linux.intel.com>2012-09-23 13:32:36 +0100
committerRobert Bragg <robert@linux.intel.com>2013-01-22 17:48:01 +0000
commit01937201e401fd5268680c8cb7553dda6e3f2c77 (patch)
tree169659aeb75b465fa2c71e6d822fff746c0df9ae /cogl/cogl-glsl-shader-private.h
parent62b472f4f5b952260f16ea6611775cc7e763e068 (diff)
downloadcogl-01937201e401fd5268680c8cb7553dda6e3f2c77.tar.gz
Unify a lot of gles2 vs gl glsl code
Since we used to support hybrid fixed-function + glsl pipelines when running with OpenGL there were numerous differences in how we handled codegen and uniform updates between GLES2 and full OpenGL. Now that we only support end-to-end glsl pipelines this patch can largely unify how we handle GLES2 and OpenGL. Most notably we now never use the builtin attribute names. This should also make it easy for us to support creating strict OpenGL 3.1 contexts where the builtin names have been removed. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit 2701b93f159bf2d3387cedf2d06fe921ad5641f3)
Diffstat (limited to 'cogl/cogl-glsl-shader-private.h')
-rw-r--r--cogl/cogl-glsl-shader-private.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/cogl/cogl-glsl-shader-private.h b/cogl/cogl-glsl-shader-private.h
index 9d506506..012c78e9 100644
--- a/cogl/cogl-glsl-shader-private.h
+++ b/cogl/cogl-glsl-shader-private.h
@@ -25,6 +25,7 @@
void
_cogl_glsl_shader_set_source_with_boilerplate (CoglContext *ctx,
+ const char *version_string,
GLuint shader_gl_handle,
GLenum shader_gl_type,
int n_tex_coord_attribs,