提交 a14366c4 编写于 作者: S Simon Fels

Disable shader additions when working with translator

上级 99b913c2
......@@ -60,6 +60,7 @@ GLuint createShader(GLint shaderType, const char* shaderText) {
// the texture, hence a trivial vertex shader that only supports clockwise
// rotation.
const char kVertexShaderSource[] =
#if WITHOUT_TRANSLATOR_SUPPORT
"#version 100\n"
"const int _translator_gl_MaxVertexUniformVectors = 256;\n"
"const int _translator_gl_MaxFragmentUniformVectors = 256;\n"
......@@ -68,6 +69,7 @@ const char kVertexShaderSource[] =
"#define gl_MaxFragmentUniformVectors _translator_gl_MaxFragmentUniformVectors\n"
"#define gl_MaxVaryingVectors _translator_gl_MaxVaryingVectors\n"
"#line 1\n"
#endif
"attribute vec4 position;\n"
"attribute vec2 inCoord;\n"
"varying lowp vec2 outCoord;\n"
......@@ -85,6 +87,7 @@ const char kVertexShaderSource[] =
// Similarly, just interpolate texture coordinates.
const char kFragmentShaderSource[] =
#if WITHOUT_TRANSLATOR_SUPPORT
"#version 100\n"
"const int _translator_gl_MaxVertexUniformVectors = 256;\n"
"const int _translator_gl_MaxFragmentUniformVectors = 256;\n"
......@@ -93,6 +96,7 @@ const char kFragmentShaderSource[] =
"#define gl_MaxFragmentUniformVectors _translator_gl_MaxFragmentUniformVectors\n"
"#define gl_MaxVaryingVectors _translator_gl_MaxVaryingVectors\n"
"#line 1\n"
#endif
"varying lowp vec2 outCoord;\n"
"uniform sampler2D texture;\n"
......
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