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glshader: fix default external-oes shaders
In glsl, #extension directives need to before other non-preprocesser directives. We were placing the precision qualifier before that. Fix by moving the #extension to the first line in the shader. Fixes: https://gitlab.freedesktop.org/gstreamer/gst-plugins-base/issues/601
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1 changed files with 6 additions and 2 deletions
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@ -84,8 +84,10 @@ const gchar *gst_gl_shader_string_fragment_default =
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MEDIUMP_PRECISION
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DEFAULT_FRAGMENT_BODY;
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#define EXTERNAL_FRAGMENT_HEADER \
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"#extension GL_OES_EGL_image_external : require\n"
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#define EXTERNAL_FRAGMENT_BODY \
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"#extension GL_OES_EGL_image_external : require\n" \
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"varying vec2 v_texcoord;\n" \
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"uniform samplerExternalOES tex;\n" \
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"void main()\n" \
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@ -93,6 +95,7 @@ const gchar *gst_gl_shader_string_fragment_default =
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" gl_FragColor = texture2D(tex, v_texcoord);\n" \
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"}"
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const gchar *gst_gl_shader_string_fragment_external_oes_default =
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EXTERNAL_FRAGMENT_HEADER
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MEDIUMP_PRECISION
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EXTERNAL_FRAGMENT_BODY;
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/* *INDENT-ON* */
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@ -168,5 +171,6 @@ gst_gl_shader_string_fragment_external_oes_get_default (GstGLContext * context,
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const gchar *precision =
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gst_gl_shader_string_get_highest_precision (context, version, profile);
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return g_strdup_printf ("%s%s", precision, EXTERNAL_FRAGMENT_BODY);
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return g_strdup_printf ("%s%s%s", EXTERNAL_FRAGMENT_HEADER, precision,
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EXTERNAL_FRAGMENT_BODY);
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}
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