On Wednesday, November 9, 2016 3:18:36 PM PST Sebastian Olender wrote: > According to GLSLLangSpec: Use of gl_FragData and gl_FragColor > is deprecated in version 1.3, using user-defined out instead. > --- > tests/texturing/shaders/texelFetch.c | 9 ++++++--- > tests/texturing/shaders/textureSize.c | 9 ++++++--- > 2 files changed, 12 insertions(+), 6 deletions(-) > > diff --git a/tests/texturing/shaders/texelFetch.c > b/tests/texturing/shaders/texelFetch.c > index 0291a12..2e1d223 100644 > --- a/tests/texturing/shaders/texelFetch.c > +++ b/tests/texturing/shaders/texelFetch.c > @@ -627,9 +627,10 @@ generate_GLSL(enum shader_target test_stage) > "#version %d\n" > "flat in %s color;\n" > "uniform vec4 divisor;\n" > + "out vec4 fragColor;\n" > "void main()\n" > "{\n" > - " gl_FragColor = vec4(color)/divisor;\n" > + " fragColor = vec4(color)/divisor;\n" > "}\n", > shader_version, > sampler.return_type); > @@ -676,9 +677,10 @@ generate_GLSL(enum shader_target test_stage) > "#version %d\n" > "flat in %s color;\n" > "uniform vec4 divisor;\n" > + "out vec4 fragColor;\n" > "void main()\n" > "{\n" > - " gl_FragColor = vec4(color)/divisor;\n" > + " fragColor = vec4(color)/divisor;\n" > "}\n", > shader_version, > sampler.return_type); > @@ -703,10 +705,11 @@ generate_GLSL(enum shader_target test_stage) > "flat in ivec4 tc;\n" > "uniform vec4 divisor;\n" > "uniform %s tex;\n" > + "out vec4 fragColor;\n" > "void main()\n" > "{\n" > " vec4 color = texelFetch%s(tex, ivec%d(tc)%s%s);\n" > - " gl_FragColor = color/divisor;\n" > + " fragColor = color/divisor;\n" > "}\n", > shader_version, > has_samples() ? "#extension > GL_ARB_texture_multisample: require" : "", > diff --git a/tests/texturing/shaders/textureSize.c > b/tests/texturing/shaders/textureSize.c > index c02c566..ac3df04 100644 > --- a/tests/texturing/shaders/textureSize.c > +++ b/tests/texturing/shaders/textureSize.c > @@ -284,9 +284,10 @@ generate_GLSL(enum shader_target test_stage) > "#define ivec1 int\n" > "#define vec1 float\n" > "flat in ivec%d size;\n" > + "out vec4 fragColor;\n" > "void main()\n" > "{\n" > - " gl_FragColor = vec4(0.01 * size,%s 1);\n" > + " fragColor = vec4(0.01 * size,%s 1);\n" > "}\n", > shader_version, size, zeroes[3 - size]); > break; > @@ -325,9 +326,10 @@ generate_GLSL(enum shader_target test_stage) > "#define ivec1 int\n" > "#define vec1 float\n" > "flat in ivec%d size;\n" > + "out vec4 fragColor;\n" > "void main()\n" > "{\n" > - " gl_FragColor = vec4(0.01 * size,%s 1);\n" > + " fragColor = vec4(0.01 * size,%s 1);\n" > "}\n", > shader_version, size, zeroes[3 - size]); > break; > @@ -345,10 +347,11 @@ generate_GLSL(enum shader_target test_stage) > "#define ivec1 int\n" > "uniform int lod;\n" > "uniform %s tex;\n" > + "out vec4 fragColor;\n" > "void main()\n" > "{\n" > " ivec%d size = textureSize(tex%s);\n" > - " gl_FragColor = vec4(0.01 * size,%s 1);\n" > + " fragColor = vec4(0.01 * size,%s 1);\n" > "}\n", > shader_version, extension, sampler.name, size, lod_arg, > zeroes[3 - size]); >
I don't have a problem with this patch, but out of curiosity, is there some reason you need to make this change? gl_FragColor may be deprecated in 1.30 but it didn't actually go away until 4.20. --Ken
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