make the shaders compliant to GLSL 1.2
Change-Id: Ic15760ca40d719ae333003c9bc241c813cb284fa
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b29154d85e
commit
1de0dd02c8
4 changed files with 33 additions and 12 deletions
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@ -15,6 +15,13 @@ uniform sampler1D t_stopArray1d;
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uniform mat3x2 m_transform;
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varying vec2 v_textureCoords2d;
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int max(int x, int y)
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{
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if(x > y)
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return x;
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return y;
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}
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int findBucket(float t)
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{
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int nMinBucket=0;
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@ -26,13 +33,13 @@ int findBucket(float t)
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void main(void)
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{
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const float fAlpha =
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float fAlpha =
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clamp( (m_transform * vec3(v_textureCoords2d,1)).s,
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0.0, 1.0 );
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const int nMinBucket=findBucket( fAlpha );
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int nMinBucket = findBucket( fAlpha );
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const float fLerp =
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float fLerp =
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(fAlpha-texture1D(t_stopArray1d, nMinBucket).s) /
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(texture1D(t_stopArray1d, nMinBucket+1).s -
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texture1D(t_stopArray1d, nMinBucket).s);
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@ -16,6 +16,13 @@ uniform mat3x2 m_transform;
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varying vec2 v_textureCoords2d;
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const vec2 v_center2d = vec2(0,0);
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int max(int x, int y)
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{
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if(x > y)
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return x;
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return y;
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}
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int findBucket(float t)
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{
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int nMinBucket=0;
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@ -27,15 +34,15 @@ int findBucket(float t)
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void main(void)
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{
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const float fAlpha =
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float fAlpha =
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clamp( 1.0 - distance(
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vec2( m_transform * vec3(v_textureCoords2d,1)),
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v_center2d),
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0.0, 1.0 );
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const int nMinBucket=findBucket( fAlpha );
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int nMinBucket=findBucket( fAlpha );
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const float fLerp =
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float fLerp =
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(fAlpha-texture1D(t_stopArray1d, nMinBucket).s) /
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(texture1D(t_stopArray1d, nMinBucket+1).s -
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texture1D(t_stopArray1d, nMinBucket).s);
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@ -15,6 +15,13 @@ uniform sampler1D t_stopArray1d;
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uniform mat3x2 m_transform;
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varying vec2 v_textureCoords2d;
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int max(int x, int y)
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{
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if(x > y)
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return x;
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return y;
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}
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int findBucket(float t)
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{
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int nMinBucket=0;
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@ -26,12 +33,12 @@ int findBucket(float t)
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void main(void)
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{
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const vec2 v = abs( vec2(m_transform * vec3(v_textureCoords2d,1)) );
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const float fAlpha = 1 - max(v.x, v.y);
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vec2 v = abs( vec2(m_transform * vec3(v_textureCoords2d,1)) );
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float fAlpha = 1 - max(v.x, v.y);
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const int nMinBucket=findBucket( fAlpha );
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int nMinBucket=findBucket( fAlpha );
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const float fLerp =
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float fLerp =
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(fAlpha-texture1D(t_stopArray1d, nMinBucket).s) /
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(texture1D(t_stopArray1d, nMinBucket+1).s -
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texture1D(t_stopArray1d, nMinBucket).s);
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@ -15,8 +15,8 @@ uniform mat3x2 m_transform;
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varying vec2 v_textureCoords2d;
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void main(void)
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{
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const vec2 v = abs( vec2(m_transform * vec3(v_textureCoords2d,1)) );
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const float t = max(v.x, v.y);
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vec2 v = abs( vec2(m_transform * vec3(v_textureCoords2d,1)) );
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float t = max(v.x, v.y);
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gl_FragColor = mix(v_startColor4d,
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v_endColor4d,
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1.0-t);
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