raylib: fix shaders on macOS (#35411)

* fix shaders

* runs now
This commit is contained in:
Adeeb Shihadeh
2025-06-07 20:37:43 -07:00
committed by GitHub
parent 8220599dd8
commit 6d09b2405e
2 changed files with 21 additions and 7 deletions
+12 -4
View File
@@ -1,3 +1,4 @@
import platform
import numpy as np
import pyray as rl
@@ -9,8 +10,17 @@ from openpilot.system.ui.lib.egl import init_egl, create_egl_image, destroy_egl_
CONNECTION_RETRY_INTERVAL = 0.2 # seconds between connection attempts
VERTEX_SHADER = """
VERSION = """
#version 300 es
precision mediump float;
"""
if platform.system() == "Darwin":
VERSION = """
#version 330 core
"""
VERTEX_SHADER = VERSION + """
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
@@ -40,9 +50,7 @@ if TICI:
}
"""
else:
FRAME_FRAGMENT_SHADER = """
#version 300 es
precision mediump float;
FRAME_FRAGMENT_SHADER = VERSION + """
in vec2 fragTexCoord;
uniform sampler2D texture0;
uniform sampler2D texture1;
+9 -3
View File
@@ -1,13 +1,20 @@
import platform
import pyray as rl
import numpy as np
from typing import Any
MAX_GRADIENT_COLORS = 15
FRAGMENT_SHADER = """
VERSION = """
#version 300 es
precision mediump float;
"""
if platform.system() == "Darwin":
VERSION = """
#version 330 core
"""
FRAGMENT_SHADER = VERSION + """
in vec2 fragTexCoord;
out vec4 finalColor;
@@ -111,8 +118,7 @@ void main() {
"""
# Default vertex shader
VERTEX_SHADER = """
#version 300 es
VERTEX_SHADER = VERSION + """
in vec3 vertexPosition;
in vec2 vertexTexCoord;
out vec2 fragTexCoord;