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>
diff --git a/src/tests/gl_tests/BlendMinMaxTest.cpp b/src/tests/gl_tests/BlendMinMaxTest.cpp
index 39f5251..a5c892a 100644
--- a/src/tests/gl_tests/BlendMinMaxTest.cpp
+++ b/src/tests/gl_tests/BlendMinMaxTest.cpp
@@ -123,24 +123,19 @@
{
ANGLETest::SetUp();
- const std::string testVertexShaderSource = SHADER_SOURCE
- (
- attribute highp vec4 aPosition;
-
+ const std::string testVertexShaderSource =
+ R"(attribute highp vec4 aPosition;
void main(void)
{
gl_Position = aPosition;
- }
- );
+ })";
- const std::string testFragmentShaderSource = SHADER_SOURCE
- (
- uniform highp vec4 color;
+ const std::string testFragmentShaderSource =
+ R"(uniform highp vec4 color;
void main(void)
{
gl_FragColor = color;
- }
- );
+ })";
mProgram = CompileProgram(testVertexShaderSource, testFragmentShaderSource);
if (mProgram == 0)