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>
This commit is contained in:
Olli Etuaho
2017-09-18 13:32:29 +03:00
committed by Commit Bot
parent bb5a7e29d2
commit a20af6d7e8
54 changed files with 672 additions and 925 deletions

View File

@@ -40,21 +40,18 @@ class MultiTextureSample : public SampleApplication
virtual bool initialize()
{
const std::string vs = SHADER_SOURCE
(
attribute vec4 a_position;
const std::string vs =
R"(attribute vec4 a_position;
attribute vec2 a_texCoord;
varying vec2 v_texCoord;
void main()
{
gl_Position = a_position;
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_baseMap;
uniform sampler2D s_lightMap;
@@ -66,8 +63,7 @@ class MultiTextureSample : public SampleApplication
baseColor = texture2D(s_baseMap, v_texCoord);
lightColor = texture2D(s_lightMap, v_texCoord);
gl_FragColor = baseColor * (lightColor + 0.25);
}
);
})";
mProgram = CompileProgram(vs, fs);
if (!mProgram)