[Bf-blender-cvs] [1082a2f] viewport_experiments: Add some pedantic GLSL casts to make shader compile in OSX
Antony Riakiotakis
noreply at git.blender.org
Thu Oct 23 17:01:31 CEST 2014
Commit: 1082a2f125fcf64922ac53a430c924593a5b32f6
Author: Antony Riakiotakis
Date: Thu Oct 23 17:01:09 2014 +0200
Branches: viewport_experiments
https://developer.blender.org/rB1082a2f125fcf64922ac53a430c924593a5b32f6
Add some pedantic GLSL casts to make shader compile in OSX
===================================================================
M source/blender/gpu/shaders/gpu_shader_fx_frag.glsl
===================================================================
diff --git a/source/blender/gpu/shaders/gpu_shader_fx_frag.glsl b/source/blender/gpu/shaders/gpu_shader_fx_frag.glsl
index 1232acc..9ee71db 100644
--- a/source/blender/gpu/shaders/gpu_shader_fx_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_fx_frag.glsl
@@ -83,18 +83,19 @@ float calculate_ssao_factor(float depth)
vec4 offset = gl_ProjectionMatrix * vec4(ssao_params.x, ssao_params.x, position.z, 1.0);
float factor = 0.0;
int x, y;
-
+ int radial_samples = int(ssao_sample_params.y);
+ int azimuth_samples = int(ssao_sample_params.x);
/* convert from -1.0...1.0 range to 0.0..1.0 for easy use with texture coordinates */
offset = (offset / offset.w) * 0.5;
- for (x = 0; x < ssao_sample_params.x; x++) {
+ for (x = 0; x < azimuth_samples; x++) {
vec2 dir_sample = sample_directions[x];
/* rotate with random direction to get jittered result */
vec2 dir_jittered = vec2(dot(dir_sample, rotX), dot(dir_sample, rotY));
- for (y = 0; y < ssao_sample_params.y; y++) {
- vec2 uvcoords = uvcoordsvar.xy + dir_jittered * offset.xy * (y + 1) / ssao_sample_params.y;
+ for (y = 0; y < radial_samples; y++) {
+ vec2 uvcoords = uvcoordsvar.xy + dir_jittered * offset.xy * float(y + 1) / ssao_sample_params.y;
float depth_new = texture2D(depthbuffer, uvcoords).r;
if (depth_new != 1.0) {
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