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PostProcessing: Mark all shaders constant.
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@ -18,7 +18,7 @@
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namespace OGL
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namespace OGL
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{
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{
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static char s_vertex_workaround_shader[] =
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static const char s_vertex_workaround_shader[] =
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"in vec4 rawpos;\n"
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"in vec4 rawpos;\n"
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"out vec2 uv0;\n"
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"out vec2 uv0;\n"
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"uniform vec4 src_rect;\n"
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"uniform vec4 src_rect;\n"
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@ -27,7 +27,7 @@ static char s_vertex_workaround_shader[] =
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" uv0 = rawpos.zw * src_rect.zw + src_rect.xy;\n"
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" uv0 = rawpos.zw * src_rect.zw + src_rect.xy;\n"
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"}\n";
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"}\n";
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static char s_vertex_shader[] =
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static const char s_vertex_shader[] =
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"out vec2 uv0;\n"
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"out vec2 uv0;\n"
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"uniform vec4 src_rect;\n"
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"uniform vec4 src_rect;\n"
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"void main(void) {\n"
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"void main(void) {\n"
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@ -41,7 +41,7 @@ static char s_vertex_shader[] =
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// "Conversion of a Stereo Pair to Anaglyph with
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// "Conversion of a Stereo Pair to Anaglyph with
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// the Least-Squares Projection Method"
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// the Least-Squares Projection Method"
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// Eric Dubois, March 2009
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// Eric Dubois, March 2009
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static char s_anaglyph_shader[] =
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static const char s_anaglyph_shader[] =
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"void main() {\n"
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"void main() {\n"
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" vec4 c0 = SampleLayer(0);\n"
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" vec4 c0 = SampleLayer(0);\n"
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" vec4 c1 = SampleLayer(1);\n"
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" vec4 c1 = SampleLayer(1);\n"
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