From 5e9c02bce7b241a0bf95c8abca9a91cd25e51ed3 Mon Sep 17 00:00:00 2001 From: Harvey Harrison Date: Thu, 17 Oct 2013 22:27:27 -0700 Subject: jogl: remove all trailing whitespace Signed-off-by: Harvey Harrison --- .../com/jogamp/opengl/util/glsl/ShaderCode.java | 208 ++++++++++----------- 1 file changed, 104 insertions(+), 104 deletions(-) (limited to 'src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java') diff --git a/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java b/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java index edc3d2677..68c1d0fec 100644 --- a/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java +++ b/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java @@ -62,7 +62,7 @@ import com.jogamp.common.util.VersionNumber; * A documented example of how to use this code is available * {@link #create(GL2ES2, int, Class, String, String, String, boolean) here} and * {@link #create(GL2ES2, int, int, Class, String, String[], String, String) here}. - *

+ *

*/ public class ShaderCode { public static final boolean DEBUG = Debug.debug("GLSLCode"); @@ -70,22 +70,22 @@ public class ShaderCode { /** Unique resource suffix for {@link GL2ES2#GL_VERTEX_SHADER} in source code: vp */ public static final String SUFFIX_VERTEX_SOURCE = "vp" ; - + /** Unique resource suffix for {@link GL2ES2#GL_VERTEX_SHADER} in binary: bvp */ public static final String SUFFIX_VERTEX_BINARY = "bvp" ; - + /** Unique resource suffix for {@link GL3#GL_GEOMETRY_SHADER} in source code: gp */ public static final String SUFFIX_GEOMETRY_SOURCE = "gp" ; - + /** Unique resource suffix for {@link GL3#GL_GEOMETRY_SHADER} in binary: bgp */ public static final String SUFFIX_GEOMETRY_BINARY = "bgp" ; - + /** Unique resource suffix for {@link GL2ES2#GL_FRAGMENT_SHADER} in source code: fp */ public static final String SUFFIX_FRAGMENT_SOURCE = "fp" ; - + /** Unique resource suffix for {@link GL2ES2#GL_FRAGMENT_SHADER} in binary: bfp */ public static final String SUFFIX_FRAGMENT_BINARY = "bfp" ; - + /** Unique relative path for binary shader resources for {@link GLES2#GL_NVIDIA_PLATFORM_BINARY_NV NVIDIA}: nvidia */ public static final String SUB_PATH_NVIDIA = "nvidia" ; @@ -94,7 +94,7 @@ public class ShaderCode { * @param count number of shaders * @param source CharSequence array containing the shader sources, organized as source[count][strings-per-shader]. * May be either an immutable String - or mutable StringBuilder array. - * + * * @throws IllegalArgumentException if count and source.length do not match */ public ShaderCode(int type, int count, CharSequence[][] source) { @@ -125,7 +125,7 @@ public class ShaderCode { /** * @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER} or {@link GL3#GL_GEOMETRY_SHADER} * @param count number of shaders - * @param binary binary buffer containing the shader binaries, + * @param binary binary buffer containing the shader binaries, */ public ShaderCode(int type, int count, int binFormat, Buffer binary) { switch (type) { @@ -147,19 +147,19 @@ public class ShaderCode { /** * Creates a complete {@link ShaderCode} object while reading all shader source of sourceFiles, * which location is resolved using the context class, see {@link #readShaderSource(Class, String)}. - * + * * @param gl current GL object to determine whether a shader compiler is available. If null, no validation is performed. * @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER} or {@link GL3#GL_GEOMETRY_SHADER} * @param count number of shaders * @param context class used to help resolving the source location * @param sourceFiles array of source locations, organized as sourceFiles[count] * @param mutableStringBuilder if true method returns a mutable StringBuilder instance - * which can be edited later on at the costs of a String conversion when passing to + * which can be edited later on at the costs of a String conversion when passing to * {@link GL2ES2#glShaderSource(int, int, String[], IntBuffer)}. * If false method returns an immutable String instance, * which can be passed to {@link GL2ES2#glShaderSource(int, int, String[], IntBuffer)} * at no additional costs. - * + * * @throws IllegalArgumentException if count and sourceFiles.length do not match * @see #readShaderSource(Class, String) */ @@ -192,16 +192,16 @@ public class ShaderCode { /** * Creates a complete {@link ShaderCode} object while reading the shader binary of binaryFile, * which location is resolved using the context class, see {@link #readShaderBinary(Class, String)}. - * + * * @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER} or {@link GL3#GL_GEOMETRY_SHADER} * @param count number of shaders * @param context class used to help resolving the source location * @param binFormat a valid native binary format as they can be queried by {@link ShaderUtil#getShaderBinaryFormats(GL)}. * @param sourceFiles array of source locations, organized as sourceFiles[count] - * + * * @see #readShaderBinary(Class, String) * @see ShaderUtil#getShaderBinaryFormats(GL) - */ + */ public static ShaderCode create(int type, int count, Class context, int binFormat, String binaryFile) { ByteBuffer shaderBinary = null; if(null!=binaryFile && 0<=binFormat) { @@ -231,12 +231,12 @@ public class ShaderCode { *
  • {@link GL2ES2#GL_VERTEX_SHADER vertex}: {@link #SUFFIX_VERTEX_BINARY}
  • *
  • {@link GL2ES2#GL_FRAGMENT_SHADER fragment}: {@link #SUFFIX_FRAGMENT_BINARY}
  • *
  • {@link GL3#GL_GEOMETRY_SHADER geometry}: {@link #SUFFIX_GEOMETRY_BINARY}
  • - * - * @param binary true for a binary resource, false for a source resource + * + * @param binary true for a binary resource, false for a source resource * @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER} or {@link GL3#GL_GEOMETRY_SHADER} - * + * * @throws GLException if type is not supported - * + * * @see #create(GL2ES2, int, Class, String, String, String, boolean) */ public static String getFileSuffix(boolean binary, int type) { @@ -252,16 +252,16 @@ public class ShaderCode { } } - /** + /** * Returns a unique relative path for binary shader resources as follows: *
      *
    • {@link GLES2#GL_NVIDIA_PLATFORM_BINARY_NV NVIDIA}: {@link #SUB_PATH_NVIDIA}
    • *
    - * + * * @throws GLException if binFormat is not supported - * + * * @see #create(GL2ES2, int, Class, String, String, String, boolean) - */ + */ public static String getBinarySubPath(int binFormat) { switch (binFormat) { case GLES2.GL_NVIDIA_PLATFORM_BINARY_NV: @@ -272,42 +272,42 @@ public class ShaderCode { } /** - * Convenient creation method for instantiating a complete {@link ShaderCode} object - * either from source code using {@link #create(GL2ES2, int, int, Class, String[])}, + * Convenient creation method for instantiating a complete {@link ShaderCode} object + * either from source code using {@link #create(GL2ES2, int, int, Class, String[])}, * or from a binary code using {@link #create(int, int, Class, int, String)}, * whatever is available first. *

    - * The source and binary location names are expected w/o suffixes which are + * The source and binary location names are expected w/o suffixes which are * resolved and appended using {@link #getFileSuffix(boolean, int)}. *

    *

    * Additionally, the binary resource is expected within a subfolder of binRoot * which reflects the vendor specific binary format, see {@link #getBinarySubPath(int)}. * All {@link ShaderUtil#getShaderBinaryFormats(GL)} are being iterated - * using the binary subfolder, the first existing resource is being used. + * using the binary subfolder, the first existing resource is being used. *

    - * + * * Example: *
          *   Your std JVM layout (plain or within a JAR):
    -     *   
    +     *
          *      org/test/glsl/MyShaderTest.class
          *      org/test/glsl/shader/vertex.vp
          *      org/test/glsl/shader/fragment.fp
          *      org/test/glsl/shader/bin/nvidia/vertex.bvp
          *      org/test/glsl/shader/bin/nvidia/fragment.bfp
    -     *      
    +     *
          *   Your Android APK layout:
    -     *   
    +     *
          *      classes.dex
          *      assets/org/test/glsl/shader/vertex.vp
          *      assets/org/test/glsl/shader/fragment.fp
          *      assets/org/test/glsl/shader/bin/nvidia/vertex.bvp
          *      assets/org/test/glsl/shader/bin/nvidia/fragment.bfp
          *      ...
    -     *   
    +     *
          *   Your invocation in org/test/glsl/MyShaderTest.java:
    -     *   
    +     *
          *      ShaderCode vp0 = ShaderCode.create(gl, GL2ES2.GL_VERTEX_SHADER, 1, this.getClass(),
          *                                         "shader", new String[] { "vertex" }, "shader/bin", "vertex");
          *      ShaderCode fp0 = ShaderCode.create(gl, GL2ES2.GL_FRAGMENT_SHADER, 1, this.getClass(),
    @@ -318,11 +318,11 @@ public class ShaderCode {
          *      st.attachShaderProgram(gl, sp0, true);
          * 
    * A simplified entry point is {@link #create(GL2ES2, int, Class, String, String, String, boolean)}. - * + * *

    * The location is finally being resolved using the context class, see {@link #readShaderBinary(Class, String)}. *

    - * + * * @param gl current GL object to determine whether a shader compiler is available (if source is used), * or to determine the shader binary format (if binary is used). * @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER} or {@link GL3#GL_GEOMETRY_SHADER} @@ -333,22 +333,22 @@ public class ShaderCode { * @param binRoot relative root path for binBasenames * @param binBasename basename w/o path or suffix relative to binRoot for the shader's binary code * @param mutableStringBuilder if true method returns a mutable StringBuilder instance - * which can be edited later on at the costs of a String conversion when passing to + * which can be edited later on at the costs of a String conversion when passing to * {@link GL2ES2#glShaderSource(int, int, String[], IntBuffer)}. * If false method returns an immutable String instance, * which can be passed to {@link GL2ES2#glShaderSource(int, int, String[], IntBuffer)} * at no additional costs. - * + * * @throws IllegalArgumentException if count and srcBasenames.length do not match - * + * * @see #create(GL2ES2, int, int, Class, String[]) * @see #create(int, int, Class, int, String) * @see #readShaderSource(Class, String) * @see #getFileSuffix(boolean, int) * @see ShaderUtil#getShaderBinaryFormats(GL) * @see #getBinarySubPath(int) - */ - public static ShaderCode create(GL2ES2 gl, int type, int count, Class context, + */ + public static ShaderCode create(GL2ES2 gl, int type, int count, Class context, String srcRoot, String[] srcBasenames, String binRoot, String binBasename, boolean mutableStringBuilder) { ShaderCode res = null; @@ -391,28 +391,28 @@ public class ShaderCode { /** * Simplified variation of {@link #create(GL2ES2, int, int, Class, String, String[], String, String)}. *
    - * + * * Example: *
          *   Your std JVM layout (plain or within a JAR):
    -     *   
    +     *
          *      org/test/glsl/MyShaderTest.class
          *      org/test/glsl/shader/vertex.vp
          *      org/test/glsl/shader/fragment.fp
          *      org/test/glsl/shader/bin/nvidia/vertex.bvp
          *      org/test/glsl/shader/bin/nvidia/fragment.bfp
    -     *      
    +     *
          *   Your Android APK layout:
    -     *   
    +     *
          *      classes.dex
          *      assets/org/test/glsl/shader/vertex.vp
          *      assets/org/test/glsl/shader/fragment.fp
          *      assets/org/test/glsl/shader/bin/nvidia/vertex.bvp
          *      assets/org/test/glsl/shader/bin/nvidia/fragment.bfp
          *      ...
    -     *   
    +     *
          *   Your invocation in org/test/glsl/MyShaderTest.java:
    -     *   
    +     *
          *      ShaderCode vp0 = ShaderCode.create(gl, GL2ES2.GL_VERTEX_SHADER, this.getClass(),
          *                                         "shader", "shader/bin", "vertex");
          *      ShaderCode fp0 = ShaderCode.create(gl, GL2ES2.GL_FRAGMENT_SHADER, this.getClass(),
    @@ -422,7 +422,7 @@ public class ShaderCode {
          *      sp0.add(gl, fp0, System.err);
          *      st.attachShaderProgram(gl, sp0, true);
          * 
    - * + * * @param gl current GL object to determine whether a shader compiler is available (if source is used), * or to determine the shader binary format (if binary is used). * @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER} or {@link GL3#GL_GEOMETRY_SHADER} @@ -433,20 +433,20 @@ public class ShaderCode { * @param basenames basename w/o path or suffix relative to srcRoot and binRoot * for the shader's source and binary code. * @param mutableStringBuilder if true method returns a mutable StringBuilder instance - * which can be edited later on at the costs of a String conversion when passing to + * which can be edited later on at the costs of a String conversion when passing to * {@link GL2ES2#glShaderSource(int, int, String[], IntBuffer)}. * If false method returns an immutable String instance, * which can be passed to {@link GL2ES2#glShaderSource(int, int, String[], IntBuffer)} * at no additional costs. * @throws IllegalArgumentException if count is not 1 - * + * * @see #create(GL2ES2, int, int, Class, String, String[], String, String) - */ - public static ShaderCode create(GL2ES2 gl, int type, Class context, + */ + public static ShaderCode create(GL2ES2 gl, int type, Class context, String srcRoot, String binRoot, String basename, boolean mutableStringBuilder) { - return create(gl, type, 1, context, srcRoot, new String[] { basename }, binRoot, basename, mutableStringBuilder ); + return create(gl, type, 1, context, srcRoot, new String[] { basename }, binRoot, basename, mutableStringBuilder ); } - + /** * returns the uniq shader id as an integer */ @@ -455,7 +455,7 @@ public class ShaderCode { public int shaderType() { return shaderType; } public String shaderTypeStr() { return shaderTypeStr(shaderType); } - public static String shaderTypeStr(int type) { + public static String shaderTypeStr(int type) { switch (type) { case GL2ES2.GL_VERTEX_SHADER: return "VERTEX_SHADER"; @@ -553,7 +553,7 @@ public class ShaderCode { } else { CharSequence[] src = shaderSource[i]; int lineno=0; - + for(int j=0; jdata after the line containing tag. *

    * Note: The shader source to be edit must be created using a mutable StringBuilder. *

    - * + * * @param shaderIdx the shader index to be used. * @param tag search string * @param fromIndex start search tag begininig with this index * @param data the text to be inserted. Shall end with an EOL '\n' character. * @return index after the inserted data - * + * * @throws IllegalStateException if the shader source's CharSequence is immutable, i.e. not of type StringBuilder */ public int insertShaderSource(int shaderIdx, String tag, int fromIndex, CharSequence data) { @@ -595,7 +595,7 @@ public class ShaderCode { final int sourceCount = (null!=shaderSource)?shaderSource.length:0; if(shaderIdx>=sourceCount) { throw new IndexOutOfBoundsException("shaderIdx not within source bounds [0.."+(sourceCount-1)+"]: "+shaderIdx); - } + } final CharSequence[] src = shaderSource[shaderIdx]; int curEndIndex = 0; for(int j=0; joldName
    with newName in all shader sources. *

    * In case oldName and newName are equal, no action is performed. - *

    + *

    *

    * Note: The shader source to be edit must be created using a mutable StringBuilder. *

    - * + * * @param oldName the to be replace string * @param newName the replacement string * @return the number of replacements - * + * * @throws IllegalStateException if the shader source's CharSequence is immutable, i.e. not of type StringBuilder */ public int replaceInShaderSource(String oldName, String newName) { @@ -675,18 +675,18 @@ public class ShaderCode { } return num; } - + /** * Adds data at offset in shader source for shader shaderIdx. *

    * Note: The shader source to be edit must be created using a mutable StringBuilder. *

    - * + * * @param shaderIdx the shader index to be used. * @param position in shader source segments of shader shaderIdx * @param data the text to be inserted. Shall end with an EOL '\n' character * @return index after the inserted data - * + * * @throws IllegalStateException if the shader source's CharSequence is immutable, i.e. not of type StringBuilder */ public int insertShaderSource(int shaderIdx, int position, CharSequence data) { @@ -700,7 +700,7 @@ public class ShaderCode { final int sourceCount = (null!=shaderSource)?shaderSource.length:0; if(shaderIdx>=sourceCount) { throw new IndexOutOfBoundsException("shaderIdx not within source bounds [0.."+(sourceCount-1)+"]: "+shaderIdx); - } + } final CharSequence[] src = shaderSource[shaderIdx]; int curEndIndex = 0; for(int j=0; j context, URLConnection conn, StringBuilder result) throws IOException { readShaderSource(context, conn, result, 0); } - + /** * Reads shader source located in path, * either relative to the context class or absolute as-is. @@ -774,21 +774,21 @@ public class ShaderCode { * Final location lookup is performed via {@link ClassLoader#getResource(String)} and {@link ClassLoader#getSystemResource(String)}, * see {@link IOUtil#getResource(Class, String)}. *

    - * + * * @param context class used to help resolve the source location * @param path location of shader source * @param mutableStringBuilder if true method returns a mutable StringBuilder instance - * which can be edited later on at the costs of a String conversion when passing to + * which can be edited later on at the costs of a String conversion when passing to * {@link GL2ES2#glShaderSource(int, int, String[], IntBuffer)}. * If false method returns an immutable String instance, * which can be passed to {@link GL2ES2#glShaderSource(int, int, String[], IntBuffer)} * at no additional costs. - * @throws IOException - * + * @throws IOException + * * @see IOUtil#getResource(Class, String) - */ + */ public static CharSequence readShaderSource(Class context, String path, boolean mutableStringBuilder) throws IOException { - URLConnection conn = IOUtil.getResource(context, path); + URLConnection conn = IOUtil.getResource(context, path); if (conn == null) { return null; } @@ -798,17 +798,17 @@ public class ShaderCode { } /** - * Reads shader binary located in path, + * Reads shader binary located in path, * either relative to the context class or absolute as-is. *

    * Final location lookup is perfomed via {@link ClassLoader#getResource(String)} and {@link ClassLoader#getSystemResource(String)}, * see {@link IOUtil#getResource(Class, String)}. *

    - * + * * @param context class used to help resolve the source location * @param path location of shader binary - * @throws IOException - * + * @throws IOException + * * @see IOUtil#getResource(Class, String) */ public static ByteBuffer readShaderBinary(Class context, String path) throws IOException { @@ -824,41 +824,41 @@ public class ShaderCode { } } - // Shall we use: #ifdef GL_FRAGMENT_PRECISION_HIGH .. #endif for using highp in fragment shader if avail ? + // Shall we use: #ifdef GL_FRAGMENT_PRECISION_HIGH .. #endif for using highp in fragment shader if avail ? /** Default precision of {@link GL#isGLES2() ES2} for {@link GL2ES2#GL_VERTEX_SHADER vertex-shader}: {@value #es2_default_precision_vp} */ public static final String es2_default_precision_vp = "\nprecision highp float;\nprecision highp int;\n"; /** Default precision of {@link GL#isGLES2() ES2} for {@link GL2ES2#GL_FRAGMENT_SHADER fragment-shader}: {@value #es2_default_precision_fp} */ public static final String es2_default_precision_fp = "\nprecision mediump float;\nprecision mediump int;\n/*precision lowp sampler2D;*/\n"; - + /** Default precision of GLSL ≥ 1.30 as required until < 1.50 for {@link GL2ES2#GL_VERTEX_SHADER vertex-shader} or {@link GL3#GL_GEOMETRY_SHADER geometry-shader}: {@value #gl3_default_precision_vp_gp}. See GLSL Spec 1.30-1.50 Section 4.5.3. */ public static final String gl3_default_precision_vp_gp = "\nprecision highp float;\nprecision highp int;\n"; /** Default precision of GLSL ≥ 1.30 as required until < 1.50 for {@link GL2ES2#GL_FRAGMENT_SHADER fragment-shader}: {@value #gl3_default_precision_fp}. See GLSL Spec 1.30-1.50 Section 4.5.3. */ public static final String gl3_default_precision_fp = "\nprecision highp float;\nprecision mediump int;\n/*precision mediump sampler2D;*/\n"; - + /** Prefer enable over require, since it won't force a failure. */ public static final String extOESDerivativesEnable = "#extension GL_OES_standard_derivatives : enable\n"; - + /** * Add GLSL version at the head of this shader source code. *

    * Note: The shader source to be edit must be created using a mutable StringBuilder. *

    - * @param gl a GL context, which must have been made current once + * @param gl a GL context, which must have been made current once * @return the index after the inserted data, maybe 0 if nothing has be inserted. */ public final int addGLSLVersion(GL2ES2 gl) { return insertShaderSource(0, 0, gl.getContext().getGLSLVersionString()); } - + /** * Adds default precision to source code at given position if required, i.e. - * {@link #es2_default_precision_vp}, {@link #es2_default_precision_fp}, + * {@link #es2_default_precision_vp}, {@link #es2_default_precision_fp}, * {@link #gl3_default_precision_vp_gp}, {@link #gl3_default_precision_fp} or none, * depending on the {@link GLContext#getGLSLVersionNumber() GLSL version} being used. *

    * Note: The shader source to be edit must be created using a mutable StringBuilder. *

    - * @param gl a GL context, which must have been made current once + * @param gl a GL context, which must have been made current once * @param pos position within this mutable shader source. * @return the index after the inserted data, maybe 0 if nothing has be inserted. */ @@ -871,7 +871,7 @@ public class ShaderCode { case GL2ES2.GL_FRAGMENT_SHADER: defaultPrecision = es2_default_precision_vp; break; default: - defaultPrecision = null; + defaultPrecision = null; break; } } else if( requiresGL3DefaultPrecision(gl) ) { @@ -883,7 +883,7 @@ public class ShaderCode { case GL2ES2.GL_FRAGMENT_SHADER: defaultPrecision = gl3_default_precision_fp; break; default: - defaultPrecision = null; + defaultPrecision = null; break; } } else { @@ -894,7 +894,7 @@ public class ShaderCode { } return pos; } - + /** Returns true, if GLSL version requires default precision, i.e. ES2 or GLSL [1.30 .. 1.50[. */ public static final boolean requiresDefaultPrecision(GL2ES2 gl) { if( gl.isGLES2() ) { @@ -902,7 +902,7 @@ public class ShaderCode { } return requiresGL3DefaultPrecision(gl); } - + /** Returns true, if GL3 GLSL version requires default precision, i.e. GLSL [1.30 .. 1.50[. */ public static final boolean requiresGL3DefaultPrecision(GL2ES2 gl) { if( gl.isGL3() ) { @@ -912,16 +912,16 @@ public class ShaderCode { return false; } } - + /** * Default customization of this shader source code. *

    * Note: The shader source to be edit must be created using a mutable StringBuilder. *

    - * @param gl a GL context, which must have been made current once + * @param gl a GL context, which must have been made current once * @param preludeVersion if true {@link GLContext#getGLSLVersionString()} is preluded, otherwise not. - * @param addDefaultPrecision if true default precision source code line(s) are added, i.e. - * {@link #es2_default_precision_vp}, {@link #es2_default_precision_fp}, + * @param addDefaultPrecision if true default precision source code line(s) are added, i.e. + * {@link #es2_default_precision_vp}, {@link #es2_default_precision_fp}, * {@link #gl3_default_precision_vp_gp}, {@link #gl3_default_precision_fp} or none, * depending on the {@link GLContext#getGLSLVersionNumber() GLSL version} being used. * @return the index after the inserted data, maybe 0 if nothing has be inserted. @@ -940,13 +940,13 @@ public class ShaderCode { } return pos; } - + /** * Default customization of this shader source code. *

    * Note: The shader source to be edit must be created using a mutable StringBuilder. *

    - * @param gl a GL context, which must have been made current once + * @param gl a GL context, which must have been made current once * @param preludeVersion if true {@link GLContext#getGLSLVersionString()} is preluded, otherwise not. * @param esDefaultPrecision optional default precision source code line(s) preluded if not null and if {@link GL#isGLES()}. * You may use {@link #es2_default_precision_fp} for fragment shader and {@link #es2_default_precision_vp} for vertex shader. @@ -967,8 +967,8 @@ public class ShaderCode { pos = addDefaultShaderPrecision(gl, pos); } return pos; - } - + } + //---------------------------------------------------------------------- // Internals only below this point // -- cgit v1.2.3