diff options
author | Sven Gothel <sgothel@jausoft.com> | 2014-03-25 16:39:18 +0100 |
---|---|---|
committer | Sven Gothel <sgothel@jausoft.com> | 2014-03-25 16:39:18 +0100 |
commit | b078f74cc707e7fc962efde08ab5d9cc6667e27c (patch) | |
tree | 45bf4859811d1be08a027ce0199d0e2ca6a6c6f2 /src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-simple.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-simple.glsl')
-rw-r--r-- | src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-simple.glsl | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-simple.glsl b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-simple.glsl index df53db686..cfa1b9000 100644 --- a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-simple.glsl +++ b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-simple.glsl @@ -6,13 +6,13 @@ alpha = 1.0; } else { // pass-1: curves - const vec2 rtex = vec2( abs(gcv_TexCoord.x), abs(gcv_TexCoord.y) - 0.1 ); + vec2 rtex = vec2( abs(gcv_TexCoord.x), abs(gcv_TexCoord.y) - 0.1 ); - const vec2 dtx = dFdx(rtex); - const vec2 dty = dFdy(rtex); + vec2 dtx = dFdx(rtex); + vec2 dty = dFdy(rtex); - const vec2 f = vec2((dtx.y - dtx.x + 2.0*rtex.x*dtx.x), (dty.y - dty.x + 2.0*rtex.x*dty.x)); - const float position = rtex.y - (rtex.x * (1.0 - rtex.x)); + vec2 f = vec2((dtx.y - dtx.x + 2.0*rtex.x*dtx.x), (dty.y - dty.x + 2.0*rtex.x*dty.x)); + float position = rtex.y - (rtex.x * (1.0 - rtex.x)); // color = vec3(1.0, 0, 0); color = gcu_ColorStatic.rgb; |