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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 <robert@linux.intel.com> (cherry picked from commit cb3409b23caf324a548f82cfb88acc684cc71930)
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@ -455,7 +455,7 @@ ensure_texture_lookup_generated (CoglPipelineShaderState *shader_state,
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cogl_pipeline_get_layer_point_sprite_coords_enabled (pipeline,
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cogl_pipeline_get_layer_point_sprite_coords_enabled (pipeline,
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layer->index))
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layer->index))
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g_string_append_printf (shader_state->source,
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g_string_append_printf (shader_state->source,
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"gl_PointCoord");
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"vec4 (gl_PointCoord, 0.0, 1.0)");
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else
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else
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g_string_append_printf (shader_state->source,
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g_string_append_printf (shader_state->source,
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"cogl_tex_coord_in[%d]",
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"cogl_tex_coord_in[%d]",
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