From John Kaniarz, "Here's a patch to add new extensions for tessellation shaders to the GLSL
plugin." "I went with .tctrl and .teval for the shader extensions."
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@ -21,6 +21,8 @@ class ReaderWriterGLSL : public osgDB::ReaderWriter
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supportsExtension("vert","OpenGL Shader Language format");
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supportsExtension("vert","OpenGL Shader Language format");
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supportsExtension("geom","OpenGL Shader Language format");
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supportsExtension("geom","OpenGL Shader Language format");
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supportsExtension("glsl","OpenGL Shader Language format");
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supportsExtension("glsl","OpenGL Shader Language format");
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supportsExtension("tctrl","OpenGL Shader Language format");
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supportsExtension("teval","OpenGL Shader Language format");
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}
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}
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virtual const char* className() const { return "GLSL Shader Reader"; }
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virtual const char* className() const { return "GLSL Shader Reader"; }
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@ -96,6 +98,8 @@ class ReaderWriterGLSL : public osgDB::ReaderWriter
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if (options->getOptionString().find("fragment")!=std::string::npos) shader->setType(osg::Shader::FRAGMENT);
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if (options->getOptionString().find("fragment")!=std::string::npos) shader->setType(osg::Shader::FRAGMENT);
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if (options->getOptionString().find("vertex")!=std::string::npos) shader->setType(osg::Shader::VERTEX);
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if (options->getOptionString().find("vertex")!=std::string::npos) shader->setType(osg::Shader::VERTEX);
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if (options->getOptionString().find("geometry")!=std::string::npos) shader->setType(osg::Shader::GEOMETRY);
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if (options->getOptionString().find("geometry")!=std::string::npos) shader->setType(osg::Shader::GEOMETRY);
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if (options->getOptionString().find("tesscontrol")!=std::string::npos) shader->setType(osg::Shader::TESSCONTROL);
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if (options->getOptionString().find("tessevaluation")!=std::string::npos) shader->setType(osg::Shader::TESSEVALUATION);
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}
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}
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// return valid shader
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// return valid shader
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@ -123,6 +127,8 @@ class ReaderWriterGLSL : public osgDB::ReaderWriter
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if (ext == "frag") shader->setType(osg::Shader::FRAGMENT);
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if (ext == "frag") shader->setType(osg::Shader::FRAGMENT);
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if (ext == "vert") shader->setType(osg::Shader::VERTEX);
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if (ext == "vert") shader->setType(osg::Shader::VERTEX);
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if (ext == "geom") shader->setType(osg::Shader::GEOMETRY);
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if (ext == "geom") shader->setType(osg::Shader::GEOMETRY);
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if (ext == "tctrl") shader->setType(osg::Shader::TESSCONTROL);
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if (ext == "teval") shader->setType(osg::Shader::TESSEVALUATION);
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}
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}
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}
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}
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return rr;
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return rr;
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