SW backend: make shaders work on Intel/Windows.
Apparently the Intel shader compiler doesn't implement "#if" correctly... so use "#ifdef" instead.
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@ -39,7 +39,7 @@ namespace HwRasterizer
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{
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// Color Vertices
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static const char *fragcolText =
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"#if GL_ES\n"
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"#ifdef GL_ES\n"
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"precision highp float;\n"
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"#endif\n"
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"varying vec4 TexCoordOut;\n"
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@ -48,7 +48,7 @@ namespace HwRasterizer
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"}\n";
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// Texture Vertices
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static const char *fragtexText =
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"#if GL_ES\n"
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"#ifdef GL_ES\n"
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"precision highp float;\n"
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"#define texture2DRect texture2D\n"
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"#define sampler2DRect sampler2D\n"
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@ -60,7 +60,7 @@ namespace HwRasterizer
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"}\n";
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// Clear shader
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static const char *fragclearText =
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"#if GL_ES\n"
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"#ifdef GL_ES\n"
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"precision highp float;\n"
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"#endif\n"
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"uniform vec4 Color;\n"
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@ -51,7 +51,7 @@ void SWRenderer::Shutdown()
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void CreateShaders()
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{
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static const char *fragShaderText =
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"#if GL_ES\n"
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"#ifdef GL_ES\n"
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"precision highp float;\n"
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"#endif\n"
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"varying vec2 TexCoordOut;\n"
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@ -60,7 +60,7 @@ void CreateShaders()
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" gl_FragColor = texture2D(Texture, TexCoordOut);\n"
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"}\n";
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static const char *vertShaderText =
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"#if GL_ES\n"
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"#ifdef GL_ES\n"
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"precision highp float;\n"
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"#endif\n"
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"attribute vec4 pos;\n"
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