glsl: drop invariant qualifier

Fix issue #510 and potentially it allows the compiler to  better optimize the code
This commit is contained in:
Gregory Hainaut 2015-04-27 18:52:55 +02:00
parent 46ff4dc3d3
commit eaa0dae305
2 changed files with 4 additions and 4 deletions

View File

@ -28,7 +28,7 @@ out SHADER
#define VSout_fc (VSout.fc)
out gl_PerVertex {
invariant vec4 gl_Position;
vec4 gl_Position;
float gl_PointSize;
#if !pGL_ES
float gl_ClipDistance[];
@ -157,7 +157,7 @@ void vs_main()
#endif
in gl_PerVertex {
invariant vec4 gl_Position;
vec4 gl_Position;
float gl_PointSize;
#if !pGL_ES
float gl_ClipDistance[];

View File

@ -479,7 +479,7 @@ static const char* tfx_vgs_glsl =
"#define VSout_fc (VSout.fc)\n"
"\n"
"out gl_PerVertex {\n"
" invariant vec4 gl_Position;\n"
" vec4 gl_Position;\n"
" float gl_PointSize;\n"
"#if !pGL_ES\n"
" float gl_ClipDistance[];\n"
@ -608,7 +608,7 @@ static const char* tfx_vgs_glsl =
"#endif\n"
"\n"
"in gl_PerVertex {\n"
" invariant vec4 gl_Position;\n"
" vec4 gl_Position;\n"
" float gl_PointSize;\n"
"#if !pGL_ES\n"
" float gl_ClipDistance[];\n"