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/BlitFramebufferANGLETest.cpp b/src/tests/gl_tests/BlitFramebufferANGLETest.cpp
index fd8f4fb..6558a3c 100644
--- a/src/tests/gl_tests/BlitFramebufferANGLETest.cpp
+++ b/src/tests/gl_tests/BlitFramebufferANGLETest.cpp
@@ -65,9 +65,8 @@
{
ANGLETest::SetUp();
- const std::string passthroughVS = SHADER_SOURCE
- (
- precision highp float;
+ const std::string passthroughVS =
+ R"(precision highp float;
attribute vec4 position;
varying vec4 pos;
@@ -75,12 +74,10 @@
{
gl_Position = position;
pos = position;
- }
- );
+ })";
- const std::string checkeredFS = SHADER_SOURCE
- (
- precision highp float;
+ const std::string checkeredFS =
+ R"(precision highp float;
varying vec4 pos;
void main()
@@ -93,19 +90,16 @@
{
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
}
- }
- );
+ })";
- const std::string blueFS = SHADER_SOURCE
- (
- precision highp float;
+ const std::string blueFS =
+ R"(precision highp float;
varying vec4 pos;
void main()
{
gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);
- }
- );
+ })";
mCheckerProgram = CompileProgram(passthroughVS, checkeredFS);
mBlueProgram = CompileProgram(passthroughVS, blueFS);