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ENH: shader: add logic to avoid error when opengl version less than 3.0
use a seperate shader for function which needs opengl 3.0 supports Change-Id: Iff30a90211aa10ae9c4a1e36afeb331d252fb814
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5 changed files with 218 additions and 38 deletions
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@ -1,4 +1,4 @@
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#version 130
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#version 110
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#define INTENSITY_CORRECTION 0.6
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@ -43,8 +43,6 @@ varying vec4 world_pos;
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varying float world_normal_z;
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varying vec3 eye_normal;
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varying vec3 barycentric_coordinates;
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void main()
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{
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// First transform the normal into camera space and normalize the result.
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@ -72,8 +70,4 @@ void main()
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gl_Position = ftransform();
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// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
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clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
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//compute the Barycentric Coordinates
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int vertexMod3 = gl_VertexID % 3;
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barycentric_coordinates = vec3(float(vertexMod3 == 0), float(vertexMod3 == 1), float(vertexMod3 == 2));
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}
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