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authorEmmanuel Gil Peyrot <emmanuel.peyrot@collabora.com>2016-02-24 20:21:11 +0000
committerjan iversen <jani@documentfoundation.org>2016-03-15 16:21:35 +0000
commit5a7160e21fe17c2697c2b9d71c9e1f4bf65c9352 (patch)
tree18a27438c0c8b3c854391ca56fba334964a3b4c9 /slideshow
parent04d1ff651baac7ce0f851786064736ab7141b6f9 (diff)
slideshow: Move Vortex calculations to the geometry stage, fixes Intel
Their Windows driver was failing due to too many varyings being used between the vertex and the geometry stages. (cherry-picked from the commit 06404309026b8e5aeb4c47ea68aea7ef21c6654e) Change-Id: Iec69a2ef29e6ed4ba5ce6e46c7a5eb7db5098d1b Reviewed-on: https://gerrit.libreoffice.org/22775 Tested-by: Jenkins <ci@libreoffice.org> Reviewed-by: jan iversen <jani@documentfoundation.org>
Diffstat (limited to 'slideshow')
-rw-r--r--slideshow/opengl/vortexGeometryShader.glsl22
-rwxr-xr-xslideshow/opengl/vortexVertexShader.glsl14
2 files changed, 18 insertions, 18 deletions
diff --git a/slideshow/opengl/vortexGeometryShader.glsl b/slideshow/opengl/vortexGeometryShader.glsl
index 312babac1c2f..5d64a1249c90 100644
--- a/slideshow/opengl/vortexGeometryShader.glsl
+++ b/slideshow/opengl/vortexGeometryShader.glsl
@@ -12,11 +12,14 @@
layout(triangles) in;
layout(triangle_strip, max_vertices=11) out;
+uniform float shadow;
+uniform mat4 u_projectionMatrix;
+uniform mat4 orthoProjectionMatrix;
+uniform mat4 orthoViewMatrix;
+
in vec2 g_texturePosition[];
in vec3 g_normal[];
-in mat4 projectionMatrix[];
in mat4 modelViewMatrix[];
-in mat4 shadowMatrix[];
in mat4 transform[];
in float nTime[];
in float startTime[];
@@ -52,6 +55,17 @@ mat4 translationMatrix(vec3 axis)
void emitHexagonVertex(int index, vec3 translation, float fdsq)
{
+ mat4 projectionMatrix;
+ mat4 shadowMatrix;
+
+ if (shadow < 0.5) {
+ projectionMatrix = u_projectionMatrix;
+ shadowMatrix = orthoProjectionMatrix * orthoViewMatrix;
+ } else {
+ projectionMatrix = orthoProjectionMatrix * orthoViewMatrix;
+ shadowMatrix = mat4(0.0);
+ }
+
mat4 normalMatrix = transpose(inverse(modelViewMatrix[index]));
vec4 pos = gl_in[index].gl_Position + vec4(translation, 0.0);
@@ -62,8 +76,8 @@ void emitHexagonVertex(int index, vec3 translation, float fdsq)
v_normal = normalize(vec3(normalMatrix * transform[index] * vec4(g_normal[index], 0.0)));
v_normal.z *= fdsq;
- gl_Position = projectionMatrix[index] * modelViewMatrix[index] * pos;
- shadowCoordinate = translationMatrix(vec3(0.5, 0.5, 0.5)) * scaleMatrix(vec3(0.5, 0.5, 0.5)) * shadowMatrix[index] * modelViewMatrix[index] * pos;
+ gl_Position = projectionMatrix * modelViewMatrix[index] * pos;
+ shadowCoordinate = translationMatrix(vec3(0.5, 0.5, 0.5)) * scaleMatrix(vec3(0.5, 0.5, 0.5)) * shadowMatrix * modelViewMatrix[index] * pos;
v_texturePosition = g_texturePosition[index];
EmitVertex();
}
diff --git a/slideshow/opengl/vortexVertexShader.glsl b/slideshow/opengl/vortexVertexShader.glsl
index 9bab2d9e0397..3d5838e5b9b3 100755
--- a/slideshow/opengl/vortexVertexShader.glsl
+++ b/slideshow/opengl/vortexVertexShader.glsl
@@ -16,7 +16,6 @@ in vec3 a_normal;
in vec2 a_texCoord;
in float tileInfo;
-uniform mat4 u_projectionMatrix;
uniform mat4 u_modelViewMatrix;
uniform mat4 u_sceneTransformMatrix;
uniform mat4 u_primitiveTransformMatrix;
@@ -26,15 +25,10 @@ uniform float time;
uniform ivec2 numTiles;
uniform sampler2D permTexture;
uniform float slide;
-uniform float shadow;
-uniform mat4 orthoProjectionMatrix;
-uniform mat4 orthoViewMatrix;
out vec2 g_texturePosition;
out vec3 g_normal;
-out mat4 projectionMatrix;
out mat4 modelViewMatrix;
-out mat4 shadowMatrix;
out mat4 transform;
out float nTime;
out float startTime;
@@ -142,14 +136,6 @@ void main( void )
* transform;
}
- if (shadow < 0.5) {
- projectionMatrix = u_projectionMatrix;
- shadowMatrix = orthoProjectionMatrix * orthoViewMatrix;
- } else {
- projectionMatrix = orthoProjectionMatrix * orthoViewMatrix;
- shadowMatrix = mat4(0.0);
- }
-
modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix;
gl_Position = vec4(a_position, 1.0);