From 2ae352b0a6cef8c00fb1d0098701d22d736a06fe Mon Sep 17 00:00:00 2001 From: Neil Roberts Date: Mon, 2 Jul 2012 14:23:10 +0100 Subject: [PATCH] Fix point sprite coordinates in shaders on GLES2 When using the GLES2 driver with a pipeline layer that has point sprite coordinates enabled it extracts the texture coordinates from the gl_PointCoord builtin instead of cogl_tex_coord_in[*]. gl_PointCoord is not quite the same as the regular texture coordinates because it is only a vec2 instead of a vec4. This used to work ok because either set of texture coordinates would always immediately be accessed using a swizzle of '.st' so it would effectively be converted to a vec2 anyway. However since the snippet hook for texture lookups was added the texture coordinates are now passed to a function to perform the actual lookup instead. This function always takes a vec4 so the shader would not compile. This patch fixes it to construct a vec4 from gl_PointCoord by setting the third and fourth components to 0.0 and 1.0. Reviewed-by: Robert Bragg (cherry picked from commit cb3409b23caf324a548f82cfb88acc684cc71930) --- cogl/cogl-pipeline-fragend-glsl.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/cogl/cogl-pipeline-fragend-glsl.c b/cogl/cogl-pipeline-fragend-glsl.c index 6264f9bc8..44ebb5929 100644 --- a/cogl/cogl-pipeline-fragend-glsl.c +++ b/cogl/cogl-pipeline-fragend-glsl.c @@ -455,7 +455,7 @@ ensure_texture_lookup_generated (CoglPipelineShaderState *shader_state, cogl_pipeline_get_layer_point_sprite_coords_enabled (pipeline, layer->index)) g_string_append_printf (shader_state->source, - "gl_PointCoord"); + "vec4 (gl_PointCoord, 0.0, 1.0)"); else g_string_append_printf (shader_state->source, "cogl_tex_coord_in[%d]",