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Merge pull request #26936 from akien-mga/gles2-revert-texture2DLodEXT
GLES2: Revert wrong extension checks from #26928 and #26932
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commit
7452f5c619
@ -1,23 +1,6 @@
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/* clang-format off */
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[vertex]
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#ifndef USE_GLES_OVER_GL
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#ifdef GL_EXT_shader_texture_lod
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#extension GL_EXT_shader_texture_lod : enable
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#define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod)
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#define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod)
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#endif
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#endif // !USE_GLES_OVER_GL
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#ifdef GL_ARB_shader_texture_lod
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#extension GL_ARB_shader_texture_lod : enable
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#endif
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#if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod)
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#define texture2DLod(img, coord, lod) texture2D(img, coord, lod)
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#define textureCubeLod(img, coord, lod) textureCube(img, coord, lod)
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#endif
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#ifdef USE_GLES_OVER_GL
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#define lowp
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#define mediump
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@ -237,6 +220,25 @@ VERTEX_SHADER_CODE
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/* clang-format off */
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[fragment]
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// texture2DLodEXT and textureCubeLodEXT are fragment shader specific.
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// Do not copy these defines in the [vertex] section.
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#ifndef USE_GLES_OVER_GL
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#ifdef GL_EXT_shader_texture_lod
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#extension GL_EXT_shader_texture_lod : enable
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#define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod)
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#define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod)
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#endif
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#endif // !USE_GLES_OVER_GL
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#ifdef GL_ARB_shader_texture_lod
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#extension GL_ARB_shader_texture_lod : enable
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#endif
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#if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod)
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#define texture2DLod(img, coord, lod) texture2D(img, coord, lod)
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#define textureCubeLod(img, coord, lod) textureCube(img, coord, lod)
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#endif
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#ifdef USE_GLES_OVER_GL
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#define lowp
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#define mediump
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@ -25,6 +25,8 @@ void main() {
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/* clang-format off */
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[fragment]
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// texture2DLodEXT and textureCubeLodEXT are fragment shader specific.
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// Do not copy these defines in the [vertex] section.
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#ifndef USE_GLES_OVER_GL
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#ifdef GL_EXT_shader_texture_lod
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#extension GL_EXT_shader_texture_lod : enable
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@ -54,7 +56,8 @@ precision highp int;
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precision mediump float;
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precision mediump int;
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#endif
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#endif // USE_GLES_OVER_GL
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#endif
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#ifdef USE_SOURCE_PANORAMA
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uniform sampler2D source_panorama; //texunit:0
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@ -1,23 +1,6 @@
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/* clang-format off */
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[vertex]
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#ifndef USE_GLES_OVER_GL
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#ifdef GL_EXT_shader_texture_lod
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#extension GL_EXT_shader_texture_lod : enable
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#define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod)
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#define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod)
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#endif
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#endif // !USE_GLES_OVER_GL
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#ifdef GL_ARB_shader_texture_lod
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#extension GL_ARB_shader_texture_lod : enable
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#endif
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#if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod)
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#define texture2DLod(img, coord, lod) texture2D(img, coord, lod)
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#define textureCubeLod(img, coord, lod) textureCube(img, coord, lod)
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#endif
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#ifdef USE_GLES_OVER_GL
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#define lowp
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#define mediump
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@ -33,6 +16,7 @@ precision highp int;
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#define M_PI 3.14159265359
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//
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// attributes
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//
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@ -691,6 +675,8 @@ VERTEX_SHADER_CODE
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/* clang-format off */
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[fragment]
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// texture2DLodEXT and textureCubeLodEXT are fragment shader specific.
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// Do not copy these defines in the [vertex] section.
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#ifndef USE_GLES_OVER_GL
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#ifdef GL_EXT_shader_texture_lod
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#extension GL_EXT_shader_texture_lod : enable
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@ -720,7 +706,7 @@ precision highp int;
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precision mediump float;
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precision mediump int;
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#endif
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#endif // USE_GLES_OVER_GL
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#endif
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#include "stdlib.glsl"
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@ -1,6 +1,3 @@
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// Our GLSL "stdlib"
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// texture2DLod defines *must* be done before including this,
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// but before any non-preprocessor statement.
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vec2 select2(vec2 a, vec2 b, bvec2 c) {
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vec2 ret;
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