Add the cogl_point_coord snippet builtin
This adds a #define for gl_PointCoord to all shaders so that it can be accessed with a name in the Cogl namespace. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit c28fc054788e88627bcc2346f4c4c368870ff777)
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@ -66,7 +66,9 @@
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"#define cogl_color_out gl_FragColor\n" \
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"#define cogl_depth_out gl_FragDepth\n" \
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"\n" \
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"#define cogl_front_facing gl_FrontFacing\n"
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"#define cogl_front_facing gl_FrontFacing\n" \
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"\n" \
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"#define cogl_point_coord gl_PointCoord\n"
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#if 0
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/* GLSL 1.2 has a bottom left origin, though later versions
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* allow use of an origin_upper_left keyword which would be
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@ -279,6 +279,19 @@ COGL_BEGIN_DECLS
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* coloring algorithms. This is equivalent to #gl_FrontFacing.
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* </para></glossdef>
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* </glossentry>
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* <glossentry>
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* <glossterm>vec2 <emphasis>cogl_point_coord</emphasis></glossterm>
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* <glossdef><para>
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* When rendering points, this will contain a vec2 which represents
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* the position within the point of the current fragment.
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* vec2(0.0,0.0) will be the topleft of the point and vec2(1.0,1.0)
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* will be the bottom right. Note that there is currently a bug in
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* Cogl where when rendering to an offscreen buffer these
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* coordinates will be upside-down. The value is undefined when not
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* rendering points. This builtin can only be used if the
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* %COGL_FEATURE_ID_POINT_SPRITE feature is available.
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* </para></glossdef>
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* </glossentry>
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* </glosslist>
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*
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* Here is an example of using a snippet to add a desaturate effect to the
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@ -421,7 +421,7 @@ ensure_texture_lookup_generated (CoglPipelineShaderState *shader_state,
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if (cogl_pipeline_get_layer_point_sprite_coords_enabled (pipeline,
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layer->index))
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g_string_append_printf (shader_state->source,
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"vec4 (gl_PointCoord, 0.0, 1.0)");
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"vec4 (cogl_point_coord, 0.0, 1.0)");
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else
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g_string_append_printf (shader_state->source,
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"cogl_tex_coord%i_in",
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