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[Android] Add GLSLES3 to the GLSL version enums. Add in the version and precision qualifier to the shader header.
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@ -501,6 +501,7 @@ void ProgramShaderCache::CreateHeader ( void )
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GLSL_VERSION v = g_ogl_config.eSupportedGLSLVersion;
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snprintf(s_glsl_header, sizeof(s_glsl_header),
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"#version %s\n"
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"%s\n" // default precision
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"%s\n" // tex_rect
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"%s\n" // ubo
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@ -528,9 +529,10 @@ void ProgramShaderCache::CreateHeader ( void )
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"%s\n"
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"#define COLOROUT(name) %s\n"
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, v==GLSL_120 ? "120" : v==GLSL_130 ? "130" : "140"
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, v==GLSLES3 ? "300 es" : v==GLSL_120 ? "120" : v==GLSL_130 ? "130" : "140"
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, v==GLSLES3 ? "precision highp float;" : ""
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, v<=GLSL_130 ? "#extension GL_ARB_texture_rectangle : enable" : "#define texture2DRect texture"
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, g_ActiveConfig.backend_info.bSupportsGLSLUBO && v!=GLSL_140 ? "#extension GL_ARB_uniform_buffer_object : enable" : ""
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, g_ActiveConfig.backend_info.bSupportsGLSLUBO && v<GLSL_140 ? "#extension GL_ARB_uniform_buffer_object : enable" : ""
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, v==GLSL_120 ? "attribute" : "in"
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, v==GLSL_120 ? "attribute" : "out"
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, v==GLSL_120 ? "varying" : "centroid in"
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