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Alex Szpakowski committed b509322

Removed code for tesselation and geometry shader detection

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  • Parent commits 42239c2

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Files changed (2)

File src/modules/graphics/opengl/Shader.cpp

 	unloadVolatile();
 }
 
-GLuint Shader::compileShaderCode(ShaderType type, const std::string &code)
+GLuint Shader::compileCode(ShaderType type, const std::string &code)
 {
 	GLenum glshadertype;
 	const char *shadertypename = NULL;
 		glshadertype = GL_VERTEX_SHADER;
 		shadertypename = "vertex";
 		break;
-	case TYPE_TESSCONTROL:
-		glshadertype = GL_TESS_CONTROL_SHADER;
-		shadertypename = "tesselation control";
-		break;
-	case TYPE_TESSEVAL:
-		glshadertype = GL_TESS_EVALUATION_SHADER;
-		shadertypename = "tesselation evaluation";
-		break;
-	case TYPE_GEOMETRY:
-		glshadertype = GL_GEOMETRY_SHADER;
-		shadertypename = "geometry";
-		break;
 	case TYPE_FRAGMENT:
 		glshadertype = GL_FRAGMENT_SHADER;
 		shadertypename = "fragment";
 	ShaderSources::const_iterator source;
 	for (source = _shadersources.begin(); source != _shadersources.end(); ++source)
 	{
-		GLuint shaderid = compileShaderCode(source->first, source->second);
+		GLuint shaderid = compileCode(source->first, source->second);
 		shaderids.push_back(shaderid);
 	}
 

File src/modules/graphics/opengl/Shader.h

 
 	// pointer to currently active Shader.
 	static Shader *current;
-	
-	// Only vertex and fragment shaders have guaranteed support in all Shaders.
+
 	enum ShaderType
 	{
 		TYPE_VERTEX,
-		TYPE_TESSCONTROL,
-		TYPE_TESSEVAL,
-		TYPE_GEOMETRY,
 		TYPE_FRAGMENT,
 		TYPE_MAX_ENUM
 	};
 	GLint getUniformLocation(const std::string &name);
 	void checkSetUniformError();
 	
-	GLuint compileShaderCode(ShaderType type, const std::string &code);
+	GLuint compileCode(ShaderType type, const std::string &code);
 	void createProgram(const std::vector<GLuint> &shaderids);
 
 	int getTextureUnit(const std::string &name);