mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-22 05:27:20 +00:00
[client] egl: remove the rest of the shaders into seperate files
This commit is contained in:
parent
10f7efecb2
commit
b524c077a4
@ -14,6 +14,19 @@ make_object(
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shader/desktop.vert
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shader/desktop_rgb.frag
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shader/desktop_yuv.frag
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shader/cursor.vert
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shader/cursor_rgb.frag
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shader/cursor_mono.frag
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shader/fps.vert
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shader/fps.frag
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shader/fps_bg.frag
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shader/alert.vert
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shader/alert.frag
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shader/alert_bg.frag
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shader/splash_bg.vert
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shader/splash_bg.frag
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shader/splash_logo.vert
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shader/splash_logo.frag
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)
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add_library(renderer_egl STATIC
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@ -28,6 +28,11 @@ Place, Suite 330, Boston, MA 02111-1307 USA
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#include <stdlib.h>
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#include <string.h>
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// these headers are auto generated by cmake
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#include "alert.vert.h"
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#include "alert.frag.h"
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#include "alert_bg.frag.h"
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struct EGL_Alert
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{
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const LG_Font * font;
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@ -51,57 +56,6 @@ struct EGL_Alert
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GLint uScreenBG, uSizeBG, uColorBG;
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};
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static const char vertex_shader[] = "\
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#version 300 es\n\
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\
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layout(location = 0) in vec3 vertexPosition_modelspace;\
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layout(location = 1) in vec2 vertexUV;\
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\
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uniform vec2 screen;\
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uniform vec2 size;\
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uniform vec4 color;\
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\
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out highp vec2 uv;\
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out highp vec4 c;\
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\
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void main()\
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{\
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gl_Position.xyz = vertexPosition_modelspace; \
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gl_Position.w = 1.0; \
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gl_Position.xy *= screen.xy * size.xy; \
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\
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uv = vertexUV;\
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c = color;\
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}\
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";
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static const char frag_shader[] = "\
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#version 300 es\n\
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\
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in highp vec2 uv;\
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out highp vec4 color;\
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\
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uniform sampler2D sampler1;\
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\
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void main()\
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{\
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color = texture(sampler1, uv);\
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}\
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";
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static const char frag_shaderBG[] = "\
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#version 300 es\n\
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\
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in highp vec4 c;\
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out highp vec4 color;\
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\
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void main()\
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{\
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color = c;\
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}\
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";
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bool egl_alert_init(EGL_Alert ** alert, const LG_Font * font, LG_FontObj fontObj)
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{
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*alert = (EGL_Alert *)malloc(sizeof(EGL_Alert));
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@ -137,16 +91,16 @@ bool egl_alert_init(EGL_Alert ** alert, const LG_Font * font, LG_FontObj fontObj
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if (!egl_shader_compile((*alert)->shader,
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vertex_shader, sizeof(vertex_shader),
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frag_shader , sizeof(frag_shader )))
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b_shader_alert_vert, b_shader_alert_vert_size,
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b_shader_alert_frag, b_shader_alert_frag_size))
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{
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DEBUG_ERROR("Failed to compile the alert shader");
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return false;
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}
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if (!egl_shader_compile((*alert)->shaderBG,
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vertex_shader, sizeof(vertex_shader),
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frag_shaderBG, sizeof(frag_shaderBG)))
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b_shader_alert_vert , b_shader_alert_vert_size,
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b_shader_alert_bg_frag, b_shader_alert_bg_frag_size))
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{
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DEBUG_ERROR("Failed to compile the alert shader");
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return false;
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@ -28,6 +28,11 @@ Place, Suite 330, Boston, MA 02111-1307 USA
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#include <stdlib.h>
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#include <string.h>
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// these headers are auto generated by cmake
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#include "cursor.vert.h"
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#include "cursor_rgb.frag.h"
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#include "cursor_mono.frag.h"
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struct EGL_Cursor
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{
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LG_Lock lock;
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@ -59,65 +64,6 @@ struct EGL_Cursor
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struct EGL_Model * model;
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};
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static const char vertex_shader[] = "\
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#version 300 es\n\
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\
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layout(location = 0) in vec3 vertexPosition_modelspace;\
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layout(location = 1) in vec2 vertexUV;\
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\
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uniform vec4 mouse;\
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\
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out highp vec2 uv;\
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\
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void main()\
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{\
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gl_Position.xyz = vertexPosition_modelspace;\
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gl_Position.w = 1.0;\
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\
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gl_Position.x += 1.0f;\
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gl_Position.y -= 1.0f;\
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\
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gl_Position.x *= mouse.z;\
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gl_Position.y *= mouse.w;\
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\
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gl_Position.x += mouse.x;\
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gl_Position.y -= mouse.y;\
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\
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uv = vertexUV;\
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}\
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";
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static const char frag_mouse_mono[] = "\
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#version 300 es\n\
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\
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in highp vec2 uv;\
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out highp vec4 color;\
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\
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uniform sampler2D sampler1;\
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\
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void main()\
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{\
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highp vec4 tmp = texture(sampler1, uv);\
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if (tmp.rgb == vec3(0.0, 0.0, 0.0))\
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discard;\
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color = tmp;\
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}\
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";
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static const char frag_rgba[] = "\
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#version 300 es\n\
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\
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in highp vec2 uv;\
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out highp vec4 color;\
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\
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uniform sampler2D sampler1;\
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\
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void main()\
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{\
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color = texture(sampler1, uv);\
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}\
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";
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bool egl_cursor_init(EGL_Cursor ** cursor)
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{
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*cursor = (EGL_Cursor *)malloc(sizeof(EGL_Cursor));
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@ -156,8 +102,8 @@ bool egl_cursor_init(EGL_Cursor ** cursor)
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if (!egl_shader_compile(
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(*cursor)->shader,
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vertex_shader, sizeof(vertex_shader),
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frag_rgba , sizeof(frag_rgba )))
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b_shader_cursor_vert , b_shader_cursor_vert_size,
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b_shader_cursor_rgb_frag, b_shader_cursor_rgb_frag_size))
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{
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DEBUG_ERROR("Failed to compile the cursor shader");
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return false;
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@ -165,8 +111,8 @@ bool egl_cursor_init(EGL_Cursor ** cursor)
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if (!egl_shader_compile(
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(*cursor)->shaderMono,
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vertex_shader , sizeof(vertex_shader ),
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frag_mouse_mono, sizeof(frag_mouse_mono)))
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b_shader_cursor_vert , b_shader_cursor_vert_size,
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b_shader_cursor_mono_frag, b_shader_cursor_mono_frag_size))
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{
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DEBUG_ERROR("Failed to compile the cursor mono shader");
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return false;
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@ -28,6 +28,11 @@ Place, Suite 330, Boston, MA 02111-1307 USA
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#include <stdlib.h>
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#include <string.h>
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// these headers are auto generated by cmake
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#include "fps.vert.h"
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#include "fps.frag.h"
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#include "fps_bg.frag.h"
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struct EGL_FPS
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{
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const LG_Font * font;
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@ -46,57 +51,6 @@ struct EGL_FPS
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GLint uScreenBG, uSizeBG;
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};
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static const char vertex_shader[] = "\
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#version 300 es\n\
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\
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layout(location = 0) in vec3 vertexPosition_modelspace;\
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layout(location = 1) in vec2 vertexUV;\
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\
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uniform vec2 screen;\
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uniform vec2 size;\
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\
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out highp vec2 uv;\
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\
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void main()\
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{\
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gl_Position.xyz = vertexPosition_modelspace; \
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gl_Position.w = 1.0; \
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gl_Position.xy *= screen.xy * size.xy; \
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gl_Position.x -= 1.0 - (screen.x * size.x);\
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gl_Position.y += 1.0 - (screen.y * size.y);\
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gl_Position.x += screen.x * 10.0; \
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gl_Position.y -= screen.y * 10.0; \
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\
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uv = vertexUV;\
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}\
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";
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static const char frag_shader[] = "\
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#version 300 es\n\
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\
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in highp vec2 uv;\
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out highp vec4 color;\
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\
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uniform sampler2D sampler1;\
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\
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void main()\
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{\
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color = texture(sampler1, uv);\
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}\
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";
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static const char frag_shaderBG[] = "\
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#version 300 es\n\
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\
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out highp vec4 color;\
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\
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void main()\
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{\
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color = vec4(0.0, 0.0, 1.0, 0.5);\
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}\
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";
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bool egl_fps_init(EGL_FPS ** fps, const LG_Font * font, LG_FontObj fontObj)
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{
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*fps = (EGL_FPS *)malloc(sizeof(EGL_FPS));
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@ -131,16 +85,16 @@ bool egl_fps_init(EGL_FPS ** fps, const LG_Font * font, LG_FontObj fontObj)
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if (!egl_shader_compile((*fps)->shader,
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vertex_shader, sizeof(vertex_shader),
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frag_shader , sizeof(frag_shader )))
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b_shader_fps_vert, b_shader_fps_vert_size,
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b_shader_fps_frag, b_shader_fps_frag_size))
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{
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DEBUG_ERROR("Failed to compile the fps shader");
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return false;
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}
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if (!egl_shader_compile((*fps)->shaderBG,
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vertex_shader, sizeof(vertex_shader),
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frag_shaderBG, sizeof(frag_shaderBG)))
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b_shader_fps_vert , b_shader_fps_vert_size,
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b_shader_fps_bg_frag, b_shader_fps_bg_frag_size))
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{
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DEBUG_ERROR("Failed to compile the fps shader");
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return false;
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11
client/renderers/egl/shader/alert.frag
Normal file
11
client/renderers/egl/shader/alert.frag
Normal file
@ -0,0 +1,11 @@
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#version 300 es
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in highp vec2 uv;
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out highp vec4 color;
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uniform sampler2D sampler1;
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void main()
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{
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color = texture(sampler1, uv);
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}
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21
client/renderers/egl/shader/alert.vert
Normal file
21
client/renderers/egl/shader/alert.vert
Normal file
@ -0,0 +1,21 @@
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#version 300 es
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layout(location = 0) in vec3 vertexPosition_modelspace;
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layout(location = 1) in vec2 vertexUV;
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uniform vec2 screen;
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uniform vec2 size;
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uniform vec4 color;
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out highp vec2 uv;
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out highp vec4 c;
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void main()
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{
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gl_Position.xyz = vertexPosition_modelspace;
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gl_Position.w = 1.0;
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gl_Position.xy *= screen.xy * size.xy;
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uv = vertexUV;
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c = color;
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}
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9
client/renderers/egl/shader/alert_bg.frag
Normal file
9
client/renderers/egl/shader/alert_bg.frag
Normal file
@ -0,0 +1,9 @@
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#version 300 es
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in highp vec4 c;
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out highp vec4 color;
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void main()
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{
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color = c;
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}
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25
client/renderers/egl/shader/cursor.vert
Normal file
25
client/renderers/egl/shader/cursor.vert
Normal file
@ -0,0 +1,25 @@
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#version 300 es
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layout(location = 0) in vec3 vertexPosition_modelspace;
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layout(location = 1) in vec2 vertexUV;
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uniform vec4 mouse;
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out highp vec2 uv;
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void main()
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{
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gl_Position.xyz = vertexPosition_modelspace;
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gl_Position.w = 1.0;
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gl_Position.x += 1.0f;
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gl_Position.y -= 1.0f;
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gl_Position.x *= mouse.z;
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gl_Position.y *= mouse.w;
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gl_Position.x += mouse.x;
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gl_Position.y -= mouse.y;
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uv = vertexUV;
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}
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14
client/renderers/egl/shader/cursor_mono.frag
Normal file
14
client/renderers/egl/shader/cursor_mono.frag
Normal file
@ -0,0 +1,14 @@
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#version 300 es
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in highp vec2 uv;
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out highp vec4 color;
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uniform sampler2D sampler1;
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void main()
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{
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highp vec4 tmp = texture(sampler1, uv);
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if (tmp.rgb == vec3(0.0, 0.0, 0.0))
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discard;
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color = tmp;
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}
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11
client/renderers/egl/shader/cursor_rgb.frag
Normal file
11
client/renderers/egl/shader/cursor_rgb.frag
Normal file
@ -0,0 +1,11 @@
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#version 300 es
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in highp vec2 uv;
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out highp vec4 color;
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uniform sampler2D sampler1;
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void main()
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{
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color = texture(sampler1, uv);
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}
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11
client/renderers/egl/shader/fps.frag
Normal file
11
client/renderers/egl/shader/fps.frag
Normal file
@ -0,0 +1,11 @@
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#version 300 es
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in highp vec2 uv;
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out highp vec4 color;
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uniform sampler2D sampler1;
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void main()
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{
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color = texture(sampler1, uv);
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}
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22
client/renderers/egl/shader/fps.vert
Normal file
22
client/renderers/egl/shader/fps.vert
Normal file
@ -0,0 +1,22 @@
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#version 300 es
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layout(location = 0) in vec3 vertexPosition_modelspace;
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layout(location = 1) in vec2 vertexUV;
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uniform vec2 screen;
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uniform vec2 size;
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out highp vec2 uv;
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void main()
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{
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gl_Position.xyz = vertexPosition_modelspace;
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gl_Position.w = 1.0;
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gl_Position.xy *= screen.xy * size.xy;
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gl_Position.x -= 1.0 - (screen.x * size.x);
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gl_Position.y += 1.0 - (screen.y * size.y);
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gl_Position.x += screen.x * 10.0;
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gl_Position.y -= screen.y * 10.0;
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uv = vertexUV;
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}
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8
client/renderers/egl/shader/fps_bg.frag
Normal file
8
client/renderers/egl/shader/fps_bg.frag
Normal file
@ -0,0 +1,8 @@
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#version 300 es
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out highp vec4 color;
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void main()
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{
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color = vec4(0.0, 0.0, 1.0, 0.5);
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}
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13
client/renderers/egl/shader/splash_bg.frag
Normal file
13
client/renderers/egl/shader/splash_bg.frag
Normal file
@ -0,0 +1,13 @@
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#version 300 es
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in highp vec3 pos;
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in highp float a;
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out highp vec4 color;
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uniform sampler2D sampler1;
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void main()
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{
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highp float d = 1.0 - sqrt(pos.x * pos.x + pos.y * pos.y) / 2.0;
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color = vec4(0.234375 * d, 0.015625f * d, 0.425781f * d, a);
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}
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17
client/renderers/egl/shader/splash_bg.vert
Normal file
17
client/renderers/egl/shader/splash_bg.vert
Normal file
@ -0,0 +1,17 @@
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#version 300 es
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layout(location = 0) in vec3 vertexPosition_modelspace;
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uniform float alpha;
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out highp vec3 pos;
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out highp float a;
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void main()
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{
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gl_Position.xyz = vertexPosition_modelspace;
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gl_Position.w = 1.0;
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pos = vertexPosition_modelspace;
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a = alpha;
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}
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11
client/renderers/egl/shader/splash_logo.frag
Normal file
11
client/renderers/egl/shader/splash_logo.frag
Normal file
@ -0,0 +1,11 @@
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#version 300 es
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out highp vec4 color;
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in highp float a;
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uniform sampler2D sampler1;
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void main()
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{
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color = vec4(1.0, 1.0, 1.0, a);
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}
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16
client/renderers/egl/shader/splash_logo.vert
Normal file
16
client/renderers/egl/shader/splash_logo.vert
Normal file
@ -0,0 +1,16 @@
|
||||
#version 300 es
|
||||
|
||||
layout(location = 0) in vec3 vertexPosition_modelspace;
|
||||
|
||||
uniform vec2 scale;
|
||||
|
||||
out highp float a;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position.xyz = vertexPosition_modelspace;
|
||||
gl_Position.y *= scale.y;
|
||||
gl_Position.w = 1.0;
|
||||
|
||||
a = scale.x;
|
||||
}
|
@ -31,6 +31,12 @@ Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
#include <string.h>
|
||||
#include <math.h>
|
||||
|
||||
// these headers are auto generated by cmake
|
||||
#include "splash_bg.vert.h"
|
||||
#include "splash_bg.frag.h"
|
||||
#include "splash_logo.vert.h"
|
||||
#include "splash_logo.frag.h"
|
||||
|
||||
struct EGL_Splash
|
||||
{
|
||||
EGL_Shader * bgShader;
|
||||
@ -44,75 +50,6 @@ struct EGL_Splash
|
||||
GLint uScale;
|
||||
};
|
||||
|
||||
static const char vertex_bgShader[] = "\
|
||||
#version 300 es\n\
|
||||
\
|
||||
layout(location = 0) in vec3 vertexPosition_modelspace;\
|
||||
\
|
||||
uniform float alpha;\
|
||||
\
|
||||
out highp vec3 pos; \
|
||||
out highp float a; \
|
||||
\
|
||||
void main()\
|
||||
{\
|
||||
gl_Position.xyz = vertexPosition_modelspace; \
|
||||
gl_Position.w = 1.0; \
|
||||
\
|
||||
pos = vertexPosition_modelspace; \
|
||||
a = alpha; \
|
||||
}\
|
||||
";
|
||||
|
||||
static const char frag_bgShader[] = "\
|
||||
#version 300 es\n\
|
||||
\
|
||||
in highp vec3 pos;\
|
||||
in highp float a;\
|
||||
out highp vec4 color;\
|
||||
\
|
||||
uniform sampler2D sampler1;\
|
||||
\
|
||||
void main()\
|
||||
{\
|
||||
highp float d = 1.0 - sqrt(pos.x * pos.x + pos.y * pos.y) / 2.0; \
|
||||
color = vec4(0.234375 * d, 0.015625f * d, 0.425781f * d, a); \
|
||||
}\
|
||||
";
|
||||
|
||||
static const char vertex_logoShader[] = "\
|
||||
#version 300 es\n\
|
||||
\
|
||||
layout(location = 0) in vec3 vertexPosition_modelspace;\
|
||||
\
|
||||
uniform vec2 scale;\
|
||||
\
|
||||
out highp float a; \
|
||||
\
|
||||
void main()\
|
||||
{\
|
||||
gl_Position.xyz = vertexPosition_modelspace; \
|
||||
gl_Position.y *= scale.y; \
|
||||
gl_Position.w = 1.0; \
|
||||
\
|
||||
a = scale.x; \
|
||||
}\
|
||||
";
|
||||
|
||||
static const char frag_logoShader[] = "\
|
||||
#version 300 es\n\
|
||||
\
|
||||
out highp vec4 color;\
|
||||
in highp float a;\
|
||||
\
|
||||
uniform sampler2D sampler1;\
|
||||
\
|
||||
void main()\
|
||||
{\
|
||||
color = vec4(1.0, 1.0, 1.0, a);\
|
||||
}\
|
||||
";
|
||||
|
||||
bool egl_splash_init(EGL_Splash ** splash)
|
||||
{
|
||||
*splash = (EGL_Splash *)malloc(sizeof(EGL_Splash));
|
||||
@ -131,8 +68,8 @@ bool egl_splash_init(EGL_Splash ** splash)
|
||||
}
|
||||
|
||||
if (!egl_shader_compile((*splash)->bgShader,
|
||||
vertex_bgShader, sizeof(vertex_bgShader),
|
||||
frag_bgShader , sizeof(frag_bgShader )))
|
||||
b_shader_splash_bg_vert, b_shader_splash_bg_vert_size,
|
||||
b_shader_splash_bg_frag, b_shader_splash_bg_frag_size))
|
||||
{
|
||||
DEBUG_ERROR("Failed to compile the splash bgShader");
|
||||
return false;
|
||||
@ -155,8 +92,8 @@ bool egl_splash_init(EGL_Splash ** splash)
|
||||
}
|
||||
|
||||
if (!egl_shader_compile((*splash)->logoShader,
|
||||
vertex_logoShader, sizeof(vertex_logoShader),
|
||||
frag_logoShader , sizeof(frag_logoShader )))
|
||||
b_shader_splash_logo_vert, b_shader_splash_logo_vert_size,
|
||||
b_shader_splash_logo_frag, b_shader_splash_logo_frag_size))
|
||||
{
|
||||
DEBUG_ERROR("Failed to compile the splash logoShader");
|
||||
return false;
|
||||
|
Loading…
Reference in New Issue
Block a user