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LibreOffice
core
Commits
1de0dd02
Kaydet (Commit)
1de0dd02
authored
Agu 16, 2014
tarafından
Markus Mohrhard
Dosyalara gözat
Seçenekler
Dosyalara Gözat
İndir
Eposta Yamaları
Sade Fark
make the shaders compliant to GLSL 1.2
Change-Id: Ic15760ca40d719ae333003c9bc241c813cb284fa
üst
b29154d8
Hide whitespace changes
Inline
Side-by-side
Showing
4 changed files
with
33 additions
and
12 deletions
+33
-12
linearMultiColorGradientFragmentShader.glsl
canvas/opengl/linearMultiColorGradientFragmentShader.glsl
+10
-3
radialMultiColorGradientFragmentShader.glsl
canvas/opengl/radialMultiColorGradientFragmentShader.glsl
+10
-3
rectangularMultiColorGradientFragmentShader.glsl
...s/opengl/rectangularMultiColorGradientFragmentShader.glsl
+11
-4
rectangularTwoColorGradientFragmentShader.glsl
canvas/opengl/rectangularTwoColorGradientFragmentShader.glsl
+2
-2
No files found.
canvas/opengl/linearMultiColorGradientFragmentShader.glsl
Dosyayı görüntüle @
1de0dd02
...
@@ -15,6 +15,13 @@ uniform sampler1D t_stopArray1d;
...
@@ -15,6 +15,13 @@ uniform sampler1D t_stopArray1d;
uniform
mat3x2
m_transform
;
uniform
mat3x2
m_transform
;
varying
vec2
v_textureCoords2d
;
varying
vec2
v_textureCoords2d
;
int
max
(
int
x
,
int
y
)
{
if
(
x
>
y
)
return
x
;
return
y
;
}
int
findBucket
(
float
t
)
int
findBucket
(
float
t
)
{
{
int
nMinBucket
=
0
;
int
nMinBucket
=
0
;
...
@@ -26,13 +33,13 @@ int findBucket(float t)
...
@@ -26,13 +33,13 @@ int findBucket(float t)
void
main
(
void
)
void
main
(
void
)
{
{
const
float
fAlpha
=
float
fAlpha
=
clamp
(
(
m_transform
*
vec3
(
v_textureCoords2d
,
1
)).
s
,
clamp
(
(
m_transform
*
vec3
(
v_textureCoords2d
,
1
)).
s
,
0
.
0
,
1
.
0
);
0
.
0
,
1
.
0
);
const
int
nMinBucket
=
findBucket
(
fAlpha
);
int
nMinBucket
=
findBucket
(
fAlpha
);
const
float
fLerp
=
float
fLerp
=
(
fAlpha
-
texture1D
(
t_stopArray1d
,
nMinBucket
).
s
)
/
(
fAlpha
-
texture1D
(
t_stopArray1d
,
nMinBucket
).
s
)
/
(
texture1D
(
t_stopArray1d
,
nMinBucket
+
1
).
s
-
(
texture1D
(
t_stopArray1d
,
nMinBucket
+
1
).
s
-
texture1D
(
t_stopArray1d
,
nMinBucket
).
s
);
texture1D
(
t_stopArray1d
,
nMinBucket
).
s
);
...
...
canvas/opengl/radialMultiColorGradientFragmentShader.glsl
Dosyayı görüntüle @
1de0dd02
...
@@ -16,6 +16,13 @@ uniform mat3x2 m_transform;
...
@@ -16,6 +16,13 @@ uniform mat3x2 m_transform;
varying
vec2
v_textureCoords2d
;
varying
vec2
v_textureCoords2d
;
const
vec2
v_center2d
=
vec2
(
0
,
0
);
const
vec2
v_center2d
=
vec2
(
0
,
0
);
int
max
(
int
x
,
int
y
)
{
if
(
x
>
y
)
return
x
;
return
y
;
}
int
findBucket
(
float
t
)
int
findBucket
(
float
t
)
{
{
int
nMinBucket
=
0
;
int
nMinBucket
=
0
;
...
@@ -27,15 +34,15 @@ int findBucket(float t)
...
@@ -27,15 +34,15 @@ int findBucket(float t)
void
main
(
void
)
void
main
(
void
)
{
{
const
float
fAlpha
=
float
fAlpha
=
clamp
(
1
.
0
-
distance
(
clamp
(
1
.
0
-
distance
(
vec2
(
m_transform
*
vec3
(
v_textureCoords2d
,
1
)),
vec2
(
m_transform
*
vec3
(
v_textureCoords2d
,
1
)),
v_center2d
),
v_center2d
),
0
.
0
,
1
.
0
);
0
.
0
,
1
.
0
);
const
int
nMinBucket
=
findBucket
(
fAlpha
);
int
nMinBucket
=
findBucket
(
fAlpha
);
const
float
fLerp
=
float
fLerp
=
(
fAlpha
-
texture1D
(
t_stopArray1d
,
nMinBucket
).
s
)
/
(
fAlpha
-
texture1D
(
t_stopArray1d
,
nMinBucket
).
s
)
/
(
texture1D
(
t_stopArray1d
,
nMinBucket
+
1
).
s
-
(
texture1D
(
t_stopArray1d
,
nMinBucket
+
1
).
s
-
texture1D
(
t_stopArray1d
,
nMinBucket
).
s
);
texture1D
(
t_stopArray1d
,
nMinBucket
).
s
);
...
...
canvas/opengl/rectangularMultiColorGradientFragmentShader.glsl
Dosyayı görüntüle @
1de0dd02
...
@@ -15,6 +15,13 @@ uniform sampler1D t_stopArray1d;
...
@@ -15,6 +15,13 @@ uniform sampler1D t_stopArray1d;
uniform
mat3x2
m_transform
;
uniform
mat3x2
m_transform
;
varying
vec2
v_textureCoords2d
;
varying
vec2
v_textureCoords2d
;
int
max
(
int
x
,
int
y
)
{
if
(
x
>
y
)
return
x
;
return
y
;
}
int
findBucket
(
float
t
)
int
findBucket
(
float
t
)
{
{
int
nMinBucket
=
0
;
int
nMinBucket
=
0
;
...
@@ -26,12 +33,12 @@ int findBucket(float t)
...
@@ -26,12 +33,12 @@ int findBucket(float t)
void
main
(
void
)
void
main
(
void
)
{
{
const
vec2
v
=
abs
(
vec2
(
m_transform
*
vec3
(
v_textureCoords2d
,
1
))
);
vec2
v
=
abs
(
vec2
(
m_transform
*
vec3
(
v_textureCoords2d
,
1
))
);
const
float
fAlpha
=
1
-
max
(
v
.
x
,
v
.
y
);
float
fAlpha
=
1
-
max
(
v
.
x
,
v
.
y
);
const
int
nMinBucket
=
findBucket
(
fAlpha
);
int
nMinBucket
=
findBucket
(
fAlpha
);
const
float
fLerp
=
float
fLerp
=
(
fAlpha
-
texture1D
(
t_stopArray1d
,
nMinBucket
).
s
)
/
(
fAlpha
-
texture1D
(
t_stopArray1d
,
nMinBucket
).
s
)
/
(
texture1D
(
t_stopArray1d
,
nMinBucket
+
1
).
s
-
(
texture1D
(
t_stopArray1d
,
nMinBucket
+
1
).
s
-
texture1D
(
t_stopArray1d
,
nMinBucket
).
s
);
texture1D
(
t_stopArray1d
,
nMinBucket
).
s
);
...
...
canvas/opengl/rectangularTwoColorGradientFragmentShader.glsl
Dosyayı görüntüle @
1de0dd02
...
@@ -15,8 +15,8 @@ uniform mat3x2 m_transform;
...
@@ -15,8 +15,8 @@ uniform mat3x2 m_transform;
varying
vec2
v_textureCoords2d
;
varying
vec2
v_textureCoords2d
;
void
main
(
void
)
void
main
(
void
)
{
{
const
vec2
v
=
abs
(
vec2
(
m_transform
*
vec3
(
v_textureCoords2d
,
1
))
);
vec2
v
=
abs
(
vec2
(
m_transform
*
vec3
(
v_textureCoords2d
,
1
))
);
const
float
t
=
max
(
v
.
x
,
v
.
y
);
float
t
=
max
(
v
.
x
,
v
.
y
);
gl_FragColor
=
mix
(
v_startColor4d
,
gl_FragColor
=
mix
(
v_startColor4d
,
v_endColor4d
,
v_endColor4d
,
1
.
0
-
t
);
1
.
0
-
t
);
...
...
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