diff options
author | Sven Gothel <[email protected]> | 2014-03-25 16:39:18 +0100 |
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committer | Sven Gothel <[email protected]> | 2014-03-25 16:39:18 +0100 |
commit | b078f74cc707e7fc962efde08ab5d9cc6667e27c (patch) | |
tree | 45bf4859811d1be08a027ce0199d0e2ca6a6c6f2 /src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-lineAA.glsl | |
parent | ec5724493bb9398134553a7354e08497e778a9cb (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.glsl | 14 |
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 |