diff --git a/src/Nazara/Renderer/ShaderBuilder.cpp b/src/Nazara/Renderer/ShaderBuilder.cpp index 1a90fcba2..624287b1b 100644 --- a/src/Nazara/Renderer/ShaderBuilder.cpp +++ b/src/Nazara/Renderer/ShaderBuilder.cpp @@ -17,19 +17,19 @@ namespace NzString BuildFragmentShaderSource(nzUInt32 flags) { - bool glsl150 = (NzOpenGL::GetVersion() >= 320); - bool useMRT = (glsl150 && NzRenderer::HasCapability(nzRendererCap_MultipleRenderTargets)); + bool glsl140 = (NzOpenGL::GetVersion() >= 310); + bool useMRT = (glsl140 && NzRenderer::HasCapability(nzRendererCap_MultipleRenderTargets)); - NzString inKW = (glsl150) ? "in" : "varying"; - NzString fragmentColorKW = (glsl150) ? "RenderTarget0" : "gl_FragColor"; + NzString inKW = (glsl140) ? "in" : "varying"; + NzString fragmentColorKW = (glsl140) ? "RenderTarget0" : "gl_FragColor"; NzString sourceCode; sourceCode.Reserve(512); // Le shader peut faire plus, mais cela évite déjà beaucoup de petites allocations /********************Préprocesseur********************/ sourceCode = "#version "; - if (glsl150) - sourceCode += "150 core\n"; + if (glsl140) + sourceCode += "140\n"; else sourceCode += "110\n"; @@ -121,7 +121,7 @@ namespace "for (int i = 0; i < LightCount; ++i)\n" "{\n"; - if (glsl150) + if (glsl140) { sourceCode += "switch (Lights[i].type)\n" "{\n" @@ -148,7 +148,7 @@ namespace "light += specular * Lights[i].specular * MaterialSpecular;\n" "}\n"; - if (glsl150) + if (glsl140) { sourceCode += "break;\n" "}\n" @@ -180,7 +180,7 @@ namespace "light += att * specular * Lights[i].specular * MaterialSpecular;\n" "}\n"; - if (glsl150) + if (glsl140) { sourceCode += "break;\n" "}\n" @@ -219,7 +219,7 @@ namespace "light += att * specular * spot * Lights[i].specular * MaterialSpecular;\n" "}\n"; - if (glsl150) + if (glsl140) { sourceCode += "break;\n" "}\n" @@ -252,18 +252,18 @@ namespace NzString BuildVertexShaderSource(nzUInt32 flags) { - bool glsl150 = (NzOpenGL::GetVersion() >= 300); + bool glsl140 = (NzOpenGL::GetVersion() >= 310); - NzString inKW = (glsl150) ? "in" : "attribute"; - NzString outKW = (glsl150) ? "out" : "varying"; + NzString inKW = (glsl140) ? "in" : "attribute"; + NzString outKW = (glsl140) ? "out" : "varying"; NzString sourceCode; sourceCode.Reserve(256); // Le shader peut faire plus, mais cela évite déjà beaucoup de petites allocations /********************Version de GLSL********************/ sourceCode = "#version "; - if (glsl150) - sourceCode += "150 core\n"; + if (glsl140) + sourceCode += "140\n"; else sourceCode += "110\n";