Set BGFX_SHADER_LANGUAGE_GLSL to actual profile more consistently (#2664)
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@ -1128,7 +1128,6 @@ namespace bgfx
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preprocessor.setDefaultDefine("BX_PLATFORM_WINDOWS");
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preprocessor.setDefaultDefine("BX_PLATFORM_XBOXONE");
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// preprocessor.setDefaultDefine("BGFX_SHADER_LANGUAGE_ESSL");
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preprocessor.setDefaultDefine("BGFX_SHADER_LANGUAGE_GLSL");
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preprocessor.setDefaultDefine("BGFX_SHADER_LANGUAGE_HLSL");
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preprocessor.setDefaultDefine("BGFX_SHADER_LANGUAGE_METAL");
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@ -1140,10 +1139,14 @@ namespace bgfx
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preprocessor.setDefaultDefine("BGFX_SHADER_TYPE_VERTEX");
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char glslDefine[128];
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if (profile->lang == ShadingLang::GLSL
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|| profile->lang == ShadingLang::ESSL)
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{
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bx::snprintf(glslDefine, BX_COUNTOF(glslDefine)
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, "BGFX_SHADER_LANGUAGE_GLSL=%d"
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, (profile->lang == ShadingLang::ESSL) ? 1 : profile->id
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, profile->id
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);
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}
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char hlslDefine[128];
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if (profile->lang == ShadingLang::HLSL)
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@ -1158,12 +1161,19 @@ namespace bgfx
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if (0 == bx::strCmpI(platform, "android") )
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{
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preprocessor.setDefine("BX_PLATFORM_ANDROID=1");
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preprocessor.setDefine("BGFX_SHADER_LANGUAGE_GLSL=1");
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if (profile->lang == ShadingLang::SpirV)
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{
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preprocessor.setDefine("BGFX_SHADER_LANGUAGE_SPIRV=1");
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}
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else
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{
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preprocessor.setDefine(glslDefine);
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}
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}
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else if (0 == bx::strCmpI(platform, "asm.js") )
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{
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preprocessor.setDefine("BX_PLATFORM_EMSCRIPTEN=1");
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preprocessor.setDefine("BGFX_SHADER_LANGUAGE_GLSL=1");
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preprocessor.setDefine(glslDefine);
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}
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else if (0 == bx::strCmpI(platform, "ios") )
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{
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@ -1174,7 +1184,7 @@ namespace bgfx
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}
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else
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{
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preprocessor.setDefine("BGFX_SHADER_LANGUAGE_GLSL=1");
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preprocessor.setDefine(glslDefine);
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}
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}
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else if (0 == bx::strCmpI(platform, "linux") )
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