Don't rely on implicit type conversion in the scroll view shader
Before version 1.2 of GLSL it would not implicitly convert from int to float which meant that if you compare a float variable with an integer constant it will generate a compile error. In particular this means that on GLES2 (which uses GLSL 1.0) the scroll view shader will not compile on pedantic compilers, which includes Mesa. This patch just changes it to use floating point constants. https://bugzilla.gnome.org/show_bug.cgi?id=693339
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@ -41,7 +41,7 @@ uniform mat2 fade_area;
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* changing it to scaling [1.0, 0.0] to [0.0, 0.0]
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* and then transforming the end result.
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*/
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#define FADE(gradient, factor) (1 - (1 - gradient) * factor)
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#define FADE(gradient, factor) (1.0 - (1.0 - gradient) * factor)
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void main ()
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{
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@ -57,10 +57,10 @@ void main ()
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float ratio = 1.0;
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float fade_bottom_start = fade_area[1][1] - vfade_offset;
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float fade_right_start = fade_area[1][0] - hfade_offset;
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bool fade_top = y < vfade_offset && vvalue > 0;
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bool fade_bottom = y > fade_bottom_start && vvalue < 1;
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bool fade_left = x < hfade_offset && hvalue > 0;
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bool fade_right = x > fade_right_start && hvalue < 1;
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bool fade_top = y < vfade_offset && vvalue > 0.0;
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bool fade_bottom = y > fade_bottom_start && vvalue < 1.0;
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bool fade_left = x < hfade_offset && hvalue > 0.0;
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bool fade_right = x > fade_right_start && hvalue < 1.0;
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float vfade_scale = height / vfade_offset;
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if (fade_top) {
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