workaround: strip shader 'precision' qualifier for desktop GL
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@ -174,6 +174,18 @@ public class GlUtils {
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*/
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*/
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public static int loadShader(int shaderType, String source) {
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public static int loadShader(int shaderType, String source) {
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if (GLAdapter.GDX_DESKTOP_QUIRKS) {
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// Strip precision modifer
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int start = source.indexOf("precision");
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if (start >= 0) {
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int end = source.indexOf(';', start) + 1;
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if (start > 0)
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source = source.substring(0, start) + source.substring(end);
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else
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source = source.substring(end);
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}
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}
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int shader = GL.glCreateShader(shaderType);
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int shader = GL.glCreateShader(shaderType);
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if (shader != 0) {
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if (shader != 0) {
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GL.glShaderSource(shader, source);
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GL.glShaderSource(shader, source);
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