Reverted back default GLSL version to 140
If supported, 110 if not Former-commit-id: 65ae51fa9fa9c437d17de2e8b3158b8c2897dc80
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@ -17,19 +17,19 @@ namespace
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NzString BuildFragmentShaderSource(nzUInt32 flags)
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NzString BuildFragmentShaderSource(nzUInt32 flags)
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{
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{
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bool glsl150 = (NzOpenGL::GetVersion() >= 320);
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bool glsl140 = (NzOpenGL::GetVersion() >= 310);
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bool useMRT = (glsl150 && NzRenderer::HasCapability(nzRendererCap_MultipleRenderTargets));
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bool useMRT = (glsl140 && NzRenderer::HasCapability(nzRendererCap_MultipleRenderTargets));
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NzString inKW = (glsl150) ? "in" : "varying";
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NzString inKW = (glsl140) ? "in" : "varying";
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NzString fragmentColorKW = (glsl150) ? "RenderTarget0" : "gl_FragColor";
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NzString fragmentColorKW = (glsl140) ? "RenderTarget0" : "gl_FragColor";
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NzString sourceCode;
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NzString sourceCode;
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sourceCode.Reserve(512); // Le shader peut faire plus, mais cela évite déjà beaucoup de petites allocations
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sourceCode.Reserve(512); // Le shader peut faire plus, mais cela évite déjà beaucoup de petites allocations
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/********************Préprocesseur********************/
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/********************Préprocesseur********************/
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sourceCode = "#version ";
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sourceCode = "#version ";
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if (glsl150)
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if (glsl140)
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sourceCode += "150 core\n";
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sourceCode += "140\n";
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else
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else
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sourceCode += "110\n";
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sourceCode += "110\n";
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@ -121,7 +121,7 @@ namespace
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"for (int i = 0; i < LightCount; ++i)\n"
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"for (int i = 0; i < LightCount; ++i)\n"
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"{\n";
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"{\n";
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if (glsl150)
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if (glsl140)
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{
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{
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sourceCode += "switch (Lights[i].type)\n"
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sourceCode += "switch (Lights[i].type)\n"
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"{\n"
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"{\n"
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@ -148,7 +148,7 @@ namespace
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"light += specular * Lights[i].specular * MaterialSpecular;\n"
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"light += specular * Lights[i].specular * MaterialSpecular;\n"
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"}\n";
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"}\n";
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if (glsl150)
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if (glsl140)
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{
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{
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sourceCode += "break;\n"
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sourceCode += "break;\n"
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"}\n"
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"}\n"
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@ -180,7 +180,7 @@ namespace
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"light += att * specular * Lights[i].specular * MaterialSpecular;\n"
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"light += att * specular * Lights[i].specular * MaterialSpecular;\n"
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"}\n";
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"}\n";
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if (glsl150)
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if (glsl140)
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{
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{
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sourceCode += "break;\n"
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sourceCode += "break;\n"
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"}\n"
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"}\n"
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@ -219,7 +219,7 @@ namespace
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"light += att * specular * spot * Lights[i].specular * MaterialSpecular;\n"
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"light += att * specular * spot * Lights[i].specular * MaterialSpecular;\n"
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"}\n";
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"}\n";
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if (glsl150)
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if (glsl140)
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{
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{
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sourceCode += "break;\n"
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sourceCode += "break;\n"
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"}\n"
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"}\n"
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@ -252,18 +252,18 @@ namespace
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NzString BuildVertexShaderSource(nzUInt32 flags)
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NzString BuildVertexShaderSource(nzUInt32 flags)
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{
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{
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bool glsl150 = (NzOpenGL::GetVersion() >= 300);
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bool glsl140 = (NzOpenGL::GetVersion() >= 310);
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NzString inKW = (glsl150) ? "in" : "attribute";
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NzString inKW = (glsl140) ? "in" : "attribute";
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NzString outKW = (glsl150) ? "out" : "varying";
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NzString outKW = (glsl140) ? "out" : "varying";
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NzString sourceCode;
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NzString sourceCode;
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sourceCode.Reserve(256); // Le shader peut faire plus, mais cela évite déjà beaucoup de petites allocations
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sourceCode.Reserve(256); // Le shader peut faire plus, mais cela évite déjà beaucoup de petites allocations
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/********************Version de GLSL********************/
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/********************Version de GLSL********************/
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sourceCode = "#version ";
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sourceCode = "#version ";
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if (glsl150)
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if (glsl140)
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sourceCode += "150 core\n";
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sourceCode += "140\n";
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else
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else
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sourceCode += "110\n";
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sourceCode += "110\n";
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