only declare compatibility gl_ variables in compatibility mode

avoid declaring them in GLSL 1.50+ if core profile is chosen by the
version statement

fixes #2663
This commit is contained in:
Malcolm Bechard
2021-06-10 21:42:46 -04:00
parent fe15158676
commit 275d7ae882
15 changed files with 62 additions and 67 deletions

View File

@@ -16,6 +16,7 @@ ERROR: 0:102: 'color' : redefinition
ERROR: 0:112: 'redeclaration' : all redeclarations must use the same depth layout on gl_FragDepth
ERROR: 0:118: 'redeclaration' : all redeclarations must use the same depth layout on gl_FragDepth
ERROR: 0:121: 'redeclaration' : all redeclarations must use the same depth layout on gl_FragDepth
ERROR: 0:123: 'gl_Color' : identifiers starting with "gl_" are reserved
ERROR: 0:172: 'x' : undeclared identifier
ERROR: 0:172: '[]' : scalar integer expression required
ERROR: 0:175: 'x' : undeclared identifier
@@ -37,7 +38,7 @@ ERROR: 0:226: 'in' : not allowed in nested scope
ERROR: 0:227: 'in' : not allowed in nested scope
ERROR: 0:228: 'in' : not allowed in nested scope
ERROR: 0:232: 'out' : not allowed in nested scope
ERROR: 38 compilation errors. No code generated.
ERROR: 39 compilation errors. No code generated.
Shader version: 430
@@ -320,7 +321,7 @@ ERROR: node is still EOpNull!
0:? 'factor' (layout( location=3 index=1) out 4-component vector of float)
0:? 'colors' (layout( location=2) out 3-element array of 4-component vector of float)
0:? 'gl_FragDepth' ( gl_FragDepth float FragDepth)
0:? 'anon@2' ( in block{ in float FogFragCoord gl_FogFragCoord, in unsized 1-element array of 4-component vector of float TexCoord gl_TexCoord, flat in 4-component vector of float Color gl_Color, in 4-component vector of float SecondaryColor gl_SecondaryColor})
0:? 'gl_Color' ( flat in 4-component vector of float)
Linked fragment stage:
@@ -595,5 +596,5 @@ ERROR: node is still EOpNull!
0:? 'factor' (layout( location=3 index=1) out 4-component vector of float)
0:? 'colors' (layout( location=2) out 3-element array of 4-component vector of float)
0:? 'gl_FragDepth' ( gl_FragDepth float FragDepth)
0:? 'anon@2' ( in block{ in float FogFragCoord gl_FogFragCoord, in 1-element array of 4-component vector of float TexCoord gl_TexCoord, flat in 4-component vector of float Color gl_Color, in 4-component vector of float SecondaryColor gl_SecondaryColor})
0:? 'gl_Color' ( flat in 4-component vector of float)