How does writing shader source code work for OpenGL ES?

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  • LearnOpenGL

    Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com

    I found this in learnopengl.com

  • Cocos2d

    Cocos2d-x is a suite of open-source, cross-platform, game-development tools used by millions of developers all over the world.

    As others have pointed out, the biggest difference you're seeing is likely due to the _version_ of OpenGL (and hence GLSL) version. That said, there are still important differences. I'd recommend looking at a comparison between the same shader in a project that supports both OpenGL & OpenGLES. For example, here's a shader from cocos2d-x https://github.com/cocos2d/cocos2d-x/blob/v4/cocos/renderer/shaders/positionColor.vert. Note the only difference in this case is the additional precision qualifier (lowp) for v_fragmentColor. Note too how cocos uses preprocessor macros to handle this, so they don't have to maintain separate shader sources. Depending on your goals, you might be interested in tools like Nvidia cg or nvFX that allow for creating shaders in a dialect agnostic way, but ymmv.

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