got a word from a unity dev about what's happening with opengl 2.x

"Yes, the non-working codepath invokes a much more heavyweight Gaussian
blur convolution function. The working codepath also downscales the
image before blurring.

An example of the shader code for the broken pass is as follows.

    "varying vec4 v_tex_coord;
     uniform sampler2D tex_object;
     uniform vec2 tex_size;
     #define NUM_SAMPLES %d
     uniform float weights[NUM_SAMPLES];
     uniform float offsets[NUM_SAMPLES];
     void main()
     {
      vec3 acc = texture2D(tex_object, v_tex_coord.st).rgb*weights[0];
      for (int i = 1; i < NUM_SAMPLES; i++)
      {
        acc += texture2D(tex_object, (v_tex_coord.st+(vec2(0.0, 
offsets[i])/tex_size))).rgb*weights[i];
        acc += texture2D(tex_object, (v_tex_coord.st-(vec2(0.0, 
offsets[i])/tex_size))).rgb*weights[i];
      }
      gl_FragColor = vec4(acc, 1.0);
     }";

The NUM_SAMPLES in this case is 10."

-- 
You received this bug notification because you are a member of Ubuntu
Bugs, which is subscribed to Ubuntu.
https://bugs.launchpad.net/bugs/1222602

Title:
  [regression] [gen3] Mesa 9.2 makes Unity unusable on Atom class
  hardware and 943/945 graphics controllers

To manage notifications about this bug go to:
https://bugs.launchpad.net/mesa/+bug/1222602/+subscriptions

-- 
ubuntu-bugs mailing list
[email protected]
https://lists.ubuntu.com/mailman/listinfo/ubuntu-bugs

Reply via email to