Fix OpenGL ES fragment shader compile error

Fix fragment shader compile error (too many parameters in function call) when replaying OpenGL ES desktop application.
This commit is contained in:
tabi.katalin
2018-12-17 15:44:53 +01:00
committed by Baldur Karlsson
parent 0e311e1b62
commit a8ca37f5e5
+6 -3
View File
@@ -58,7 +58,8 @@ layout(binding = 9) uniform PRECISION usamplerBuffer texUIntBuffer;
layout(binding = 10) uniform PRECISION usampler2DMS texUInt2DMS;
#endif
vec4 SampleTextureFloat4(int type, vec2 pos, float slice, int mipLevel, int sampleIdx, vec3 texRes)
vec4 SampleTextureFloat4(int type, vec2 pos, float slice, int mipLevel, int sampleIdx, vec3 texRes,
uvec4 YUVDownsampleRate, uvec4 YUVAChannels)
{
return vec4(0.0f, 0.0f, 0.0f, 0.0f);
}
@@ -125,7 +126,8 @@ layout(binding = 9) uniform PRECISION isamplerBuffer texSIntBuffer;
layout(binding = 10) uniform PRECISION isampler2DMS texSInt2DMS;
#endif
vec4 SampleTextureFloat4(int type, vec2 pos, float slice, int mipLevel, int sampleIdx, vec3 texRes)
vec4 SampleTextureFloat4(int type, vec2 pos, float slice, int mipLevel, int sampleIdx, vec3 texRes,
uvec4 YUVDownsampleRate, uvec4 YUVAChannels)
{
return vec4(0.0f, 0.0f, 0.0f, 0.0f);
}
@@ -194,7 +196,8 @@ layout(binding = 9) uniform PRECISION samplerBuffer texBuffer;
layout(binding = 10) uniform PRECISION sampler2DMS tex2DMS;
#endif
vec4 SampleTextureFloat4(int type, vec2 pos, float slice, int mipLevel, int sampleIdx, vec3 texRes)
vec4 SampleTextureFloat4(int type, vec2 pos, float slice, int mipLevel, int sampleIdx, vec3 texRes,
uvec4 YUVDownsampleRate, uvec4 YUVAChannels)
{
vec4 col;
if(type == RESTYPE_TEX2D)