[Bug 42435] Suspected loss of varyings between shaders
bugzilla-daemon at freedesktop.org
bugzilla-daemon at freedesktop.org
Tue Nov 1 17:31:52 PDT 2011
https://bugs.freedesktop.org/show_bug.cgi?id=42435
--- Comment #6 from Alexander Sabourenkov <screwdriver at lxnt.info> 2011-11-01 17:31:52 PDT ---
Created attachment 53028
--> https://bugs.freedesktop.org/attachment.cgi?id=53028
xterm corruption screenshot
xterm corruption screenshot, got it right after I first run those shaders:
#version 120
#line 2 0
uniform float posz;
uniform float width;
attribute vec2 posn;
varying float idx;
void main() {
vec2 posn2 = posz*posn;
idx = posn2.x/width;
gl_Position = gl_ModelViewProjectionMatrix*vec4(posn2.x, posn2.y, 0.0,
1.0);
gl_PointSize = posz;
}
#version 120
#line 2 0
uniform sampler2D ansi;
varying float idx;
void main() {
vec2 pc = gl_PointCoord;
gl_FragColor = texture2D(ansi, vec2(0.5, 0));
}
- got grey screen as expected, and then reset fragment shader back to
#version 120
#line 2 0
uniform sampler2D ansi;
varying float idx;
void main() {
vec2 pc = gl_PointCoord;
gl_FragColor = texture2D(ansi, vec2(idx, 0));
}
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