tests: Use the portable cogl wrappers for GLSL builtins
Instead of directly using the GLSL names for the builtins in the shaders for test-shader and test-pick, this makes it use the Cogl wrapper names instead. That way it will be portable to GLES2 as well. Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
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2 changed files with 3 additions and 4 deletions
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@ -55,8 +55,8 @@ shader_paint (ClutterEffect *effect,
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"uniform float step;\n"
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"uniform float step;\n"
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"void main (void)\n"
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"void main (void)\n"
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"{\n"
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"{\n"
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" gl_FragColor = texture2D(tex, vec2 (gl_TexCoord[0].s + step,\n"
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" cogl_color_out = texture2D(tex, vec2 (cogl_tex_coord_in[0].s + step,\n"
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" gl_TexCoord[0].t));\n"
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" cogl_tex_coord_in[0].t));\n"
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"}\n");
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"}\n");
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tex_width = clutter_actor_get_width (actor);
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tex_width = clutter_actor_get_width (actor);
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@ -36,8 +36,7 @@ typedef struct
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* correctly).
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* correctly).
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*/
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*/
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#define FRAGMENT_SHADER_END \
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#define FRAGMENT_SHADER_END \
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" gl_FragColor = color;" \
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" cogl_color_out = color * cogl_color_in;" \
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" gl_FragColor = gl_FragColor * cogl_color_in;" \
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"}"
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"}"
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static ShaderSource shaders[]=
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static ShaderSource shaders[]=
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