[565/906] effects: fix shader compilation with mesa drivers
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@ -267,7 +267,6 @@ const gchar *luma_threshold_fragment_source =
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"uniform sampler2DRect tex;"
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"uniform sampler2DRect tex;"
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"void main () {"
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"void main () {"
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" vec2 texturecoord = gl_TexCoord[0].st;"
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" vec2 texturecoord = gl_TexCoord[0].st;"
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" int i;"
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" vec4 color = texture2DRect(tex, texturecoord);"
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" vec4 color = texture2DRect(tex, texturecoord);"
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" float luma = dot(color.rgb, vec3(0.2125, 0.7154, 0.0721));" /* BT.709 (from orange book) */
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" float luma = dot(color.rgb, vec3(0.2125, 0.7154, 0.0721));" /* BT.709 (from orange book) */
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" gl_FragColor = vec4 (vec3 (smoothstep (0.30, 0.50, luma)), color.a);"
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" gl_FragColor = vec4 (vec3 (smoothstep (0.30, 0.50, luma)), color.a);"
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@ -284,7 +283,7 @@ const gchar *sep_sobel_length_fragment_source =
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" float len = length (g);"
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" float len = length (g);"
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/* little trick to avoid IF operator */
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/* little trick to avoid IF operator */
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/* TODO: test if a standalone inverting pass is worth */
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/* TODO: test if a standalone inverting pass is worth */
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" gl_FragColor = abs(int(invert) - vec4(vec3(len), 1.0));"
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" gl_FragColor = abs(vec4(vec3(float(invert) - len), 1.0));"
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"}";
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"}";
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const gchar *desaturate_fragment_source =
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const gchar *desaturate_fragment_source =
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@ -455,7 +454,7 @@ const gchar *sin_fragment_source =
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" vec4 color = texture2DRect (tex, vec2(gl_TexCoord[0].st));"
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" vec4 color = texture2DRect (tex, vec2(gl_TexCoord[0].st));"
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" float luma = dot(color.rgb, vec3(0.2125, 0.7154, 0.0721));"
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" float luma = dot(color.rgb, vec3(0.2125, 0.7154, 0.0721));"
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/* calculate hue with the Preucil formula */
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/* calculate hue with the Preucil formula */
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" float cosh = 0.5*(2*color.r - color.g - color.b);"
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" float cosh = color.r - 0.5*(color.g + color.b);"
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/* sqrt(3)/2 = 0.866 */
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/* sqrt(3)/2 = 0.866 */
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" float sinh = 0.866*(color.g - color.b);"
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" float sinh = 0.866*(color.g - color.b);"
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/* hue = atan2 h */
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/* hue = atan2 h */
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