OpenGL: update geometry shaders, fixes T46838

This commit is contained in:
2015-11-23 00:08:09 -05:00
parent 05ffe2d174
commit 076e2ff2aa
2 changed files with 28 additions and 12 deletions

View File

@@ -5,23 +5,33 @@ uniform vec2 layerselection;
uniform sampler2D cocbuffer;
#if __VERSION__ >= 150
layout(points) in;
layout(triangle_strip, max_vertices = 4) out;
#define POS gl_in[0].gl_Position
#else
/* use the EXT_geometry_shader4 way */
#define POS gl_PositionIn[0]
#endif
/* initial uv coordinate */
varying in vec2 uvcoord[1];
varying out vec2 particlecoord;
varying out vec4 color;
in vec2 uvcoord[1];
out vec2 particlecoord;
out vec4 color;
#define M_PI 3.1415926535897932384626433832795
void main(void)
void main()
{
vec4 coc = texture2DLod(cocbuffer, uvcoord[0], 0.0);
vec4 coc = textureLod(cocbuffer, uvcoord[0], 0.0);
float offset_val = dot(coc.rg, layerselection);
if (offset_val < 1.0)
return;
vec4 colortex = texture2DLod(colorbuffer, uvcoord[0], 0.0);
vec4 colortex = textureLod(colorbuffer, uvcoord[0], 0.0);
/* find the area the pixel will cover and divide the color by it */
float alpha = 1.0 / (offset_val * offset_val * M_PI);
@@ -30,19 +40,19 @@ void main(void)
vec2 offset_far = vec2(offset_val * 0.5) / vec2(rendertargetdim.x, rendertargetdim.y);
gl_Position = gl_PositionIn[0] + vec4(-offset_far.x, -offset_far.y, 0.0, 0.0);
gl_Position = POS + vec4(-offset_far.x, -offset_far.y, 0.0, 0.0);
color = colortex;
particlecoord = vec2(-1.0, -1.0);
EmitVertex();
gl_Position = gl_PositionIn[0] + vec4(-offset_far.x, offset_far.y, 0.0, 0.0);
gl_Position = POS + vec4(-offset_far.x, offset_far.y, 0.0, 0.0);
particlecoord = vec2(-1.0, 1.0);
color = colortex;
EmitVertex();
gl_Position = gl_PositionIn[0] + vec4(offset_far.x, -offset_far.y, 0.0, 0.0);
gl_Position = POS + vec4(offset_far.x, -offset_far.y, 0.0, 0.0);
particlecoord = vec2(1.0, -1.0);
color = colortex;
EmitVertex();
gl_Position = gl_PositionIn[0] + vec4(offset_far.x, offset_far.y, 0.0, 0.0);
gl_Position = POS + vec4(offset_far.x, offset_far.y, 0.0, 0.0);
particlecoord = vec2(1.0, 1.0);
color = colortex;
EmitVertex();

View File

@@ -1,13 +1,19 @@
uniform int PrimitiveIdBase;
uniform int osd_active_uv_offset;
varying vec3 varnormal;
varying vec3 varposition;
#if __VERSION__ >= 150
layout(lines_adjacency) in;
layout(triangle_strip, max_vertices = 4) out;
#endif
in block {
VertexData v;
} inpt[4];
/* compatibility */
out vec3 varnormal;
out vec3 varposition;
uniform bool osd_flat_shading;
uniform int osd_fvar_count;