Disable shader additions when working with translator
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1 changed files with 4 additions and 0 deletions
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@ -60,6 +60,7 @@ GLuint createShader(GLint shaderType, const char* shaderText) {
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// the texture, hence a trivial vertex shader that only supports clockwise
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// rotation.
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const char kVertexShaderSource[] =
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#if WITHOUT_TRANSLATOR_SUPPORT
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"#version 100\n"
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"const int _translator_gl_MaxVertexUniformVectors = 256;\n"
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"const int _translator_gl_MaxFragmentUniformVectors = 256;\n"
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@ -68,6 +69,7 @@ const char kVertexShaderSource[] =
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"#define gl_MaxFragmentUniformVectors _translator_gl_MaxFragmentUniformVectors\n"
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"#define gl_MaxVaryingVectors _translator_gl_MaxVaryingVectors\n"
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"#line 1\n"
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#endif
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"attribute vec4 position;\n"
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"attribute vec2 inCoord;\n"
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"varying lowp vec2 outCoord;\n"
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@ -85,6 +87,7 @@ const char kVertexShaderSource[] =
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// Similarly, just interpolate texture coordinates.
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const char kFragmentShaderSource[] =
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#if WITHOUT_TRANSLATOR_SUPPORT
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"#version 100\n"
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"const int _translator_gl_MaxVertexUniformVectors = 256;\n"
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"const int _translator_gl_MaxFragmentUniformVectors = 256;\n"
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@ -93,6 +96,7 @@ const char kFragmentShaderSource[] =
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"#define gl_MaxFragmentUniformVectors _translator_gl_MaxFragmentUniformVectors\n"
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"#define gl_MaxVaryingVectors _translator_gl_MaxVaryingVectors\n"
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"#line 1\n"
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#endif
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"varying lowp vec2 outCoord;\n"
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"uniform sampler2D texture;\n"
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