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authorSven Gothel <[email protected]>2014-03-25 16:39:18 +0100
committerSven Gothel <[email protected]>2014-03-25 16:39:18 +0100
commitb078f74cc707e7fc962efde08ab5d9cc6667e27c (patch)
tree45bf4859811d1be08a027ce0199d0e2ca6a6c6f2 /src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-lineAA.glsl
parentec5724493bb9398134553a7354e08497e778a9cb (diff)
Bug 801: Graph OpenGL ES2 and ES3 Compatibility
- Remove 'const' qualifier in shader graph code for non 'absolute' const values - Use extension directive OES_standard_derivatives only for ES2.0, not ES3.0 (graph shader) - Compare float w/ float literals, not int literals! - Android Demo NEWTGraphUI2pActivity: - Is a VBAA example, hence disable scene MSAA!
Diffstat (limited to 'src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-lineAA.glsl')
-rw-r--r--src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-lineAA.glsl14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-lineAA.glsl b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-lineAA.glsl
index 16dda5947..770ab3d71 100644
--- a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-lineAA.glsl
+++ b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-lineAA.glsl
@@ -3,13 +3,13 @@
if( gcv_TexCoord.z > 0.0 ) {
// pass-1: AA Lines
#if 1
- // const float dist = sqrt( gcv_TexCoord.x*gcv_TexCoord.x + gcv_TexCoord.y*gcv_TexCoord.y ); // magnitude
- const float dist = sqrt( gcv_TexCoord.y*gcv_TexCoord.y ); // magnitude
- // const float a = 1.0 - smoothstep (gcv_TexCoord.y-gcv_TexCoord.z, gcv_TexCoord.y, dist);
- const float r = gcv_TexCoord.x/3.0;
- const float wa = gcv_TexCoord.x+r;
- const float waHalf = wa/2.0;
- const float a = 1.0 - smoothstep (waHalf-2.0*r, waHalf, dist);
+ // float dist = sqrt( gcv_TexCoord.x*gcv_TexCoord.x + gcv_TexCoord.y*gcv_TexCoord.y ); // magnitude
+ float dist = sqrt( gcv_TexCoord.y*gcv_TexCoord.y ); // magnitude
+ // float a = 1.0 - smoothstep (gcv_TexCoord.y-gcv_TexCoord.z, gcv_TexCoord.y, dist);
+ float r = gcv_TexCoord.x/3.0;
+ float wa = gcv_TexCoord.x+r;
+ float waHalf = wa/2.0;
+ float a = 1.0 - smoothstep (waHalf-2.0*r, waHalf, dist);
color = vec3(0, 0, 1.0); // gcu_ColorStatic.rgb;
alpha = a;
#else