slideshow/opengl/honeycombFragmentShader.glsl | 6 +++--- slideshow/opengl/honeycombGeometryShader.glsl | 2 +- slideshow/opengl/vortexFragmentShader.glsl | 6 +++--- slideshow/opengl/vortexVertexShader.glsl | 2 +- 4 files changed, 8 insertions(+), 8 deletions(-)
New commits: commit 1a9b62dc661a26c02db34ab5075b4e209a70b196 Author: Emmanuel Gil Peyrot <[email protected]> Date: Wed Feb 24 20:21:10 2016 +0000 slideshow: Only use texture() in GLSL 1.50, fixes Intel on Windows texture2D() is still available, but not in the geometry stage, so better be consistent everywhere. Change-Id: I86bf1921713bcbf32946190525401bfcc633a69f Reviewed-on: https://gerrit.libreoffice.org/22468 Tested-by: Jenkins <[email protected]> Reviewed-by: Tomaž Vajngerl <[email protected]> diff --git a/slideshow/opengl/honeycombFragmentShader.glsl b/slideshow/opengl/honeycombFragmentShader.glsl index 41b6738..c207203 100644 --- a/slideshow/opengl/honeycombFragmentShader.glsl +++ b/slideshow/opengl/honeycombFragmentShader.glsl @@ -29,7 +29,7 @@ bool isBorder(vec2 point) void main() { - vec4 fragment = vec4(texture2D(slideTexture, texturePosition).rgb, 1.0); + vec4 fragment = vec4(texture(slideTexture, texturePosition).rgb, 1.0); vec3 lightVector = vec3(0.0, 0.0, 1.0); float light = max(dot(lightVector, normal), 0.0); if (hexagonSize > 1.0) { @@ -75,8 +75,8 @@ void main() } float visibility = 1.0; const float epsilon = 0.0001; - if (texture2D(depthShadowTexture, shadowCoordinate.xy).r < shadowCoordinate.z - epsilon) - visibility *= 0.7 + 0.3 * (1.0 - texture2D(colorShadowTexture, shadowCoordinate.xy).a); + if (texture(depthShadowTexture, shadowCoordinate.xy).r < shadowCoordinate.z - epsilon) + visibility *= 0.7 + 0.3 * (1.0 - texture(colorShadowTexture, shadowCoordinate.xy).a); vec4 black = vec4(0.0, 0.0, 0.0, fragment.a); if (fragment.a < 0.001) discard; diff --git a/slideshow/opengl/honeycombGeometryShader.glsl b/slideshow/opengl/honeycombGeometryShader.glsl index 5269fad..5afaa7b 100644 --- a/slideshow/opengl/honeycombGeometryShader.glsl +++ b/slideshow/opengl/honeycombGeometryShader.glsl @@ -29,7 +29,7 @@ const float expandFactor = 0.0318; float snoise(vec2 p) { - return texture2D(permTexture, p).r; + return texture(permTexture, p).r; } mat4 identityMatrix(void) diff --git a/slideshow/opengl/vortexFragmentShader.glsl b/slideshow/opengl/vortexFragmentShader.glsl index 3212ebe..a3f8191 100644 --- a/slideshow/opengl/vortexFragmentShader.glsl +++ b/slideshow/opengl/vortexFragmentShader.glsl @@ -20,12 +20,12 @@ in vec4 shadowCoordinate; void main() { vec3 lightVector = vec3(0.0, 0.0, 1.0); float light = max(dot(lightVector, v_normal), 0.0); - vec4 fragment = texture2D(slideTexture, v_texturePosition); + vec4 fragment = texture(slideTexture, v_texturePosition); float visibility = 1.0; const float epsilon = 0.0001; - if (texture2D(leavingShadowTexture, shadowCoordinate.xy).r < shadowCoordinate.z - epsilon) + if (texture(leavingShadowTexture, shadowCoordinate.xy).r < shadowCoordinate.z - epsilon) visibility *= 0.7; - if (texture2D(enteringShadowTexture, shadowCoordinate.xy).r < shadowCoordinate.z - epsilon) + if (texture(enteringShadowTexture, shadowCoordinate.xy).r < shadowCoordinate.z - epsilon) visibility *= 0.7; vec4 black = vec4(0.0, 0.0, 0.0, fragment.a); gl_FragColor = mix(black, fragment, visibility * light); diff --git a/slideshow/opengl/vortexVertexShader.glsl b/slideshow/opengl/vortexVertexShader.glsl index 5c6fe23..8d1a67d 100644 --- a/slideshow/opengl/vortexVertexShader.glsl +++ b/slideshow/opengl/vortexVertexShader.glsl @@ -39,7 +39,7 @@ out float endTime; float snoise(vec2 p) { - return texture2D(permTexture, p).r; + return texture(permTexture, p).r; } mat4 identityMatrix(void)
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