Some shader compilers did not seemingly like #if XXX blocks
if XXX was not defined. Changed to #ifdef XXX.
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2 changed files with 3 additions and 3 deletions
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@ -16,7 +16,7 @@ struct SlopeDetection
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uniform vec4 uniform_color;
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uniform SlopeDetection slope;
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#if ENABLE_ENVIRONMENT_MAP
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#ifdef ENABLE_ENVIRONMENT_MAP
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uniform sampler2D environment_tex;
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uniform bool use_environment_tex;
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#endif // ENABLE_ENVIRONMENT_MAP
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@ -44,7 +44,7 @@ void main()
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vec3 color = slope.actived ? slope_color() : uniform_color.rgb;
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// if the fragment is outside the print volume -> use darker color
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color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(color, ZERO, 0.3333) : color;
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#if ENABLE_ENVIRONMENT_MAP
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#ifdef ENABLE_ENVIRONMENT_MAP
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if (use_environment_tex)
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gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity.x, uniform_color.a);
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else
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@ -61,7 +61,7 @@ bool GLShaderProgram::init_from_files(const std::string& name, const ShaderFilen
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for (std::string_view def : defines)
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// Our shaders are stored with "\r\n", thus replicate the same here for consistency. Likely "\n" would suffice,
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// but we don't know all the OpenGL shader compilers around.
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defines_program += format("#define %s 1\r\n", def);
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defines_program += format("#define %s\r\n", def);
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ShaderSources sources = {};
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for (size_t i = 0; i < static_cast<size_t>(EShaderType::Count); ++i) {
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