From 2d94d8d06def4a96a8727e148fe12e2095c6799c Mon Sep 17 00:00:00 2001 From: CDM15y Date: Sat, 20 Jul 2024 09:42:55 +0100 Subject: [PATCH] [examples] Fix PBR and Shadowmap example shaders for GLSL 1.20 (#4167) * Update pbr.fs remove presicion mediump float because it is for GLES, and not desktop GL * Fix shadowmap.fs also suffers the same problem as pbr.fs --- .../shaders/resources/shaders/glsl120/pbr.fs | 16 +++++++--------- .../resources/shaders/glsl120/shadowmap.fs | 8 +++----- 2 files changed, 10 insertions(+), 14 deletions(-) diff --git a/examples/shaders/resources/shaders/glsl120/pbr.fs b/examples/shaders/resources/shaders/glsl120/pbr.fs index 935bced35d86..1c5eee00b355 100644 --- a/examples/shaders/resources/shaders/glsl120/pbr.fs +++ b/examples/shaders/resources/shaders/glsl120/pbr.fs @@ -1,7 +1,5 @@ #version 120 -precision mediump float; - #define MAX_LIGHTS 4 #define LIGHT_DIRECTIONAL 0 #define LIGHT_POINT 1 @@ -17,12 +15,12 @@ struct Light { }; // Input vertex attributes (from vertex shader) -varying in vec3 fragPosition; -varying in vec2 fragTexCoord; -varying in vec4 fragColor; -varying in vec3 fragNormal; -varying in vec4 shadowPos; -varying in mat3 TBN; +varying vec3 fragPosition; +varying vec2 fragTexCoord; +varying vec4 fragColor; +varying vec3 fragNormal; +varying vec4 shadowPos; +varying mat3 TBN; // Input uniform values @@ -153,4 +151,4 @@ void main() gl_FragColor = vec4(color,1.0); -} \ No newline at end of file +} diff --git a/examples/shaders/resources/shaders/glsl120/shadowmap.fs b/examples/shaders/resources/shaders/glsl120/shadowmap.fs index 668fdeb4b778..f43e63823c52 100644 --- a/examples/shaders/resources/shaders/glsl120/shadowmap.fs +++ b/examples/shaders/resources/shaders/glsl120/shadowmap.fs @@ -1,15 +1,13 @@ #version 120 -precision mediump float; - // This shader is based on the basic lighting shader // This only supports one light, which is directional, and it (of course) supports shadows // Input vertex attributes (from vertex shader) -varying in vec3 fragPosition; -varying in vec2 fragTexCoord; +varying vec3 fragPosition; +varying vec2 fragTexCoord; //varying in vec4 fragColor; -varying in vec3 fragNormal; +varying vec3 fragNormal; // Input uniform values uniform sampler2D texture0;