Ninslash: fixed compilation

This commit is contained in:
Sergii Pylypenko
2016-09-15 23:36:51 +03:00
parent 12af247a77
commit fca818e838
4 changed files with 14 additions and 11 deletions

View File

@@ -154,11 +154,11 @@ static void initShaders()
char *vertexShaderStr = NULL;
asprintf( &vertexShaderStr,
"#version 300 es \n"
"const mediump float screenWidthDiv = 2.0 / %d.0; \n"
"const mediump float screenHeightDiv = 2.0 / %d.0; \n"
"layout(location = 0) in mediump vec2 a_position; \n"
"layout(location = 1) in mediump vec2 a_texCoord; \n"
"out mediump vec2 v_texCoord; \n"
"const highp float screenWidthDiv = 2.0 / %d.0; \n"
"const highp float screenHeightDiv = 2.0 / %d.0; \n"
"layout(location = 0) in highp vec2 a_position; \n"
"layout(location = 1) in highp vec2 a_texCoord; \n"
"out highp vec2 v_texCoord; \n"
"void main() \n"
"{ \n"
" gl_Position = vec4( \n"
@@ -171,7 +171,7 @@ static void initShaders()
const char *fragmentShaderStr =
"#version 300 es \n"
"in mediump vec2 v_texCoord; \n"
"in highp vec2 v_texCoord; \n"
"layout(location = 0) out lowp vec4 outColor; \n"
"uniform sampler2D s_texture; \n"
"void main() \n"