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authorOlli Etuaho <oetuaho@nvidia.com>2017-09-18 13:32:29 +0300
committerCommit Bot <commit-bot@chromium.org>2017-09-18 15:08:15 +0000
commita20af6d7e88129d571543f3e3eab6993adf87bc6 (patch)
tree7d8cff7d5617cf58439cea082d92530e39bbdbef /samples/texture_wrap
parentbb5a7e29d2cccf9b10f010913a368037313a7118 (diff)
downloadangle-a20af6d7e88129d571543f3e3eab6993adf87bc6.tar.gz
Use C++11 raw string literals instead of SHADER_SOURCE macro
This is better in many ways: 1. It doesn't confuse clang format 2. \n doesn't need to be included after preprocessor directives like the version directive. 3. It's using built-in functionality instead of something custom. Raw string literals should be the preferred way to include shader source in C++ files going forward. BUG=angleproject:2157 TEST=angle_end2end_tests Change-Id: I8b236a6e2d5c25d920297e5bc5b5b143eddeba1f Reviewed-on: https://chromium-review.googlesource.com/671046 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Diffstat (limited to 'samples/texture_wrap')
-rw-r--r--samples/texture_wrap/TextureWrap.cpp16
1 files changed, 6 insertions, 10 deletions
diff --git a/samples/texture_wrap/TextureWrap.cpp b/samples/texture_wrap/TextureWrap.cpp
index 92bb31bc00..e52ca4858f 100644
--- a/samples/texture_wrap/TextureWrap.cpp
+++ b/samples/texture_wrap/TextureWrap.cpp
@@ -27,9 +27,8 @@ class TextureWrapSample : public SampleApplication
virtual bool initialize()
{
- const std::string vs = SHADER_SOURCE
- (
- uniform float u_offset;
+ const std::string vs =
+ R"(uniform float u_offset;
attribute vec4 a_position;
attribute vec2 a_texCoord;
varying vec2 v_texCoord;
@@ -38,19 +37,16 @@ class TextureWrapSample : public SampleApplication
gl_Position = a_position;
gl_Position.x += u_offset;
v_texCoord = a_texCoord;
- }
- );
+ })";
- const std::string fs = SHADER_SOURCE
- (
- precision mediump float;
+ const std::string fs =
+ R"(precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D s_texture;
void main()
{
gl_FragColor = texture2D(s_texture, v_texCoord);
- }
- );
+ })";
mProgram = CompileProgram(vs, fs);
if (!mProgram)