}
vec4 Texture(sampler2D sampler, vec2 texCoords) {
-#if GSK_GLES
- return texture2D(sampler, texCoords);
-#elif GSK_LEGACY
+#if defined(GSK_GLES) || defined(GSK_LEGACY)
return texture2D(sampler, texCoords);
#else
return texture(sampler, texCoords);
// We do *NOT* transform the clip rect here since we already
// need to do that on the CPU.
-#if GSK_GLES
- gl_FragColor = color * rounded_rect_coverage(create_rect(u_clip_rect), f.xy);
-#elif GSK_LEGACY
+#if defined(GSK_GLES) || defined(GSK_LEGACY)
gl_FragColor = color * rounded_rect_coverage(create_rect(u_clip_rect), f.xy);
#else
outputColor = color * rounded_rect_coverage(create_rect(u_clip_rect), f.xy);
uniform mat4 u_modelview;
uniform float u_alpha;
-#if GSK_GLES
-attribute vec2 aPosition;
-attribute vec2 aUv;
-_OUT_ vec2 vUv;
-#elif GSK_LEGACY
+#if defined(GSK_GLES) || defined(GSK_LEGACY)
attribute vec2 aPosition;
attribute vec2 aUv;
_OUT_ vec2 vUv;