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path: root/slideshow/opengl/dissolveFragmentShader.glsl
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2015-11-08Now I understand why that multiplication by 10 was there originallyTor Lillqvist1-1/+1
I was suffering from one basic misunderstanding: I did not get it that samplers are indexed with normalized texture coordinates, i.e. 0..1. (Note that multiplying a coordinate by any number does not break anything horribly for this use case, looking up a pseudo-random number, because textures by default repeat as a coordinate wraps.) We multiply by 10 so that neighbouring pixels that map to close index into the permTexture don't get clumped together with close sn values, and thus same behaviour. (Sure, the multiplication by 256 that I had changed it to worked, too, but not the way my initial reasoning went... So let's use the original 10 to avoid somebody else thinking that we need to multiply by 256 because permTexture is built from a 256x256 array.) (See 1877228ae8e7cc298cf4e45d061ee54774aa1d08) Change-Id: I1d350446460fe2fdd3e55f00053a5ce01d2d117c
2015-11-07Improve transition shader portabilityTor Lillqvist1-0/+2
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
2015-10-26Actually, the permTexture is 256*256 pixelsTor Lillqvist1-3/+1
Change-Id: Ia32c98d8162f31a8ee0b0d0c1301ca204c9c3c87
2015-10-26Add confused commentTor Lillqvist1-0/+2
Change-Id: I5179ee1cd295f256526feebb192a8548c41276a7
2014-08-13remove useless OGL transition shader codeMarkus Mohrhard1-0/+48
Change-Id: I8930aab2b4d3fd00916f12b86fa06b5e011542ac