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author | Tor Lillqvist <tml@collabora.com> | 2015-11-07 00:37:21 +0200 |
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committer | Tor Lillqvist <tml@collabora.com> | 2015-11-07 01:45:48 +0200 |
commit | ef04c666591612bb222672de29a15be4515da040 (patch) | |
tree | 350f377ca75ba77514895089a3998ea364b058f0 /slideshow/opengl/dissolveFragmentShader.glsl | |
parent | d1c91627d9c7d117ee2e680f5c24844f7c4d8515 (diff) |
Improve transition shader portability
Use #version 120 explicitly, and adapt the shader shader code
accordingly, to use strictly only GLSL 1.20 constructs. Also, use less
vertex attribute data in the Vortex vertex shader: We can pack the
per-vertex tile x and y index and in-tile vertex index information
into one float. Also, the shader can calculate the center of the tile
a vertex belongs to based on the knowledge of which tile it is.
Now the shader transitions work on OS X, too.
Change-Id: I93e8b5069a6d06d2e412ffee322b1eb32805e606
Diffstat (limited to 'slideshow/opengl/dissolveFragmentShader.glsl')
-rw-r--r-- | slideshow/opengl/dissolveFragmentShader.glsl | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/slideshow/opengl/dissolveFragmentShader.glsl b/slideshow/opengl/dissolveFragmentShader.glsl index c6e80e2a6931..6ce3d539d114 100644 --- a/slideshow/opengl/dissolveFragmentShader.glsl +++ b/slideshow/opengl/dissolveFragmentShader.glsl @@ -26,6 +26,8 @@ * ************************************************************************/ +#version 120 + uniform sampler2D leavingSlideTexture; uniform sampler2D enteringSlideTexture; uniform sampler2D permTexture; |