OpenGL: update geometry shaders, fixes T46838
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@@ -5,23 +5,33 @@ uniform vec2 layerselection;
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uniform sampler2D cocbuffer;
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#if __VERSION__ >= 150
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layout(points) in;
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layout(triangle_strip, max_vertices = 4) out;
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#define POS gl_in[0].gl_Position
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#else
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/* use the EXT_geometry_shader4 way */
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#define POS gl_PositionIn[0]
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#endif
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/* initial uv coordinate */
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varying in vec2 uvcoord[1];
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varying out vec2 particlecoord;
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varying out vec4 color;
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in vec2 uvcoord[1];
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out vec2 particlecoord;
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out vec4 color;
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#define M_PI 3.1415926535897932384626433832795
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void main(void)
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void main()
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{
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vec4 coc = texture2DLod(cocbuffer, uvcoord[0], 0.0);
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vec4 coc = textureLod(cocbuffer, uvcoord[0], 0.0);
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float offset_val = dot(coc.rg, layerselection);
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if (offset_val < 1.0)
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return;
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vec4 colortex = texture2DLod(colorbuffer, uvcoord[0], 0.0);
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vec4 colortex = textureLod(colorbuffer, uvcoord[0], 0.0);
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/* find the area the pixel will cover and divide the color by it */
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float alpha = 1.0 / (offset_val * offset_val * M_PI);
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@@ -30,19 +40,19 @@ void main(void)
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vec2 offset_far = vec2(offset_val * 0.5) / vec2(rendertargetdim.x, rendertargetdim.y);
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gl_Position = gl_PositionIn[0] + vec4(-offset_far.x, -offset_far.y, 0.0, 0.0);
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gl_Position = POS + vec4(-offset_far.x, -offset_far.y, 0.0, 0.0);
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color = colortex;
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particlecoord = vec2(-1.0, -1.0);
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EmitVertex();
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gl_Position = gl_PositionIn[0] + vec4(-offset_far.x, offset_far.y, 0.0, 0.0);
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gl_Position = POS + vec4(-offset_far.x, offset_far.y, 0.0, 0.0);
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particlecoord = vec2(-1.0, 1.0);
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color = colortex;
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EmitVertex();
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gl_Position = gl_PositionIn[0] + vec4(offset_far.x, -offset_far.y, 0.0, 0.0);
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gl_Position = POS + vec4(offset_far.x, -offset_far.y, 0.0, 0.0);
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particlecoord = vec2(1.0, -1.0);
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color = colortex;
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EmitVertex();
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gl_Position = gl_PositionIn[0] + vec4(offset_far.x, offset_far.y, 0.0, 0.0);
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gl_Position = POS + vec4(offset_far.x, offset_far.y, 0.0, 0.0);
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particlecoord = vec2(1.0, 1.0);
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color = colortex;
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EmitVertex();
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@@ -1,13 +1,19 @@
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uniform int PrimitiveIdBase;
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uniform int osd_active_uv_offset;
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varying vec3 varnormal;
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varying vec3 varposition;
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#if __VERSION__ >= 150
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layout(lines_adjacency) in;
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layout(triangle_strip, max_vertices = 4) out;
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#endif
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in block {
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VertexData v;
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} inpt[4];
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/* compatibility */
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out vec3 varnormal;
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out vec3 varposition;
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uniform bool osd_flat_shading;
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uniform int osd_fvar_count;
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