PostProcessing: Mark all shaders constant.

This commit is contained in:
Jules Blok 2015-01-02 20:03:20 +01:00
parent 26a9afa0e7
commit 582a15deb3

View File

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