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)
This commit is contained in:
Neil Roberts 2012-07-02 14:23:10 +01:00 committed by Robert Bragg
parent 960cf64d04
commit 2ae352b0a6

View File

@ -455,7 +455,7 @@ ensure_texture_lookup_generated (CoglPipelineShaderState *shader_state,
cogl_pipeline_get_layer_point_sprite_coords_enabled (pipeline, cogl_pipeline_get_layer_point_sprite_coords_enabled (pipeline,
layer->index)) layer->index))
g_string_append_printf (shader_state->source, g_string_append_printf (shader_state->source,
"gl_PointCoord"); "vec4 (gl_PointCoord, 0.0, 1.0)");
else else
g_string_append_printf (shader_state->source, g_string_append_printf (shader_state->source,
"cogl_tex_coord_in[%d]", "cogl_tex_coord_in[%d]",