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ios/mac shader - shared glsl source - Printable Version +- iDevGames Forums (http://www.idevgames.com/forums) +-- Forum: Development Zone (/forum-3.html) +--- Forum: Graphics & Audio Programming (/forum-9.html) +--- Thread: ios/mac shader - shared glsl source (/thread-9053.html) |
ios/mac shader - shared glsl source - OptimisticMonkey - Jun 13, 2011 02:09 PM I would like to use the same shader in my mac app as in my iOS app - the only difference is the presence of the precision qualifiers. Is there an easy approach to #define the precision qualifiers so that I can share the same shader source for both mac and iOS? (OSC mentioned how to do this before, but I can't remember the details) Thanks in advance for any help :-) RE: ios/mac shader - shared glsl source - OneSadCookie - Jun 13, 2011 03:50 PM glShaderSource takes an array of strings that are concatenated together, so, on iOS, set string 0 to Code: #version 100and on desktop, to Code: #version 110... and put your own source in string 1. Where you need to declare global precision, you can use the GL_ES predefined macro to conditionalize: Code: #if defined(GL_ES)RE: ios/mac shader - shared glsl source - OptimisticMonkey - Jun 17, 2011 08:59 AM Thanks OSC - That worked perfectly! |