[Libreoffice-commits] core.git: slideshow/opengl

Emmanuel Gil Peyrot emmanuel.peyrot at collabora.com
Thu Feb 25 11:14:11 UTC 2016


 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 <emmanuel.peyrot at collabora.com>
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 <ci at libreoffice.org>
    Reviewed-by: Tomaž Vajngerl <quikee at gmail.com>

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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