![]() See, glShaderSource takes multiple shader strings, which it slaps together and compiles as one. The best way to handle that is to use a "preamble" shader string. ![]() In ES, you have a lot of precision qualifiers that desktop GLSL 1.20 doesn't handle. Well, until desktop GL 3.3/4.0 and GLSL 3.30/4.00), but still different. This is similar to GLSL ES version 1.00 (the version of GLSL is not given the same number as the matching GL version. That means you'd be using desktop GLSL version 1.20. So you'd have to be limiting yourself to desktop OpenGL 2.1 functionality. The only possible reason you could have to try to share shaders between these platforms is if you're trying to share OpenGL code between them. What are the differences between them, in terms of "standard library" functions, syntax and capabilities? A fork of GLSL from six versions ago, mind you. However, the ES variation of GLSL is even moreso. Is GLSL ES 2 a totally separate language, or a special version of GLSL?Įvery version of GLSL is ultimately a "totally separate language " some aren't even backwards compatible with previous versions.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |