[Bf-blender-cvs] [076e2ff] master: OpenGL: update geometry shaders, fixes T46838

Mike Erwin noreply at git.blender.org
Mon Nov 23 06:15:26 CET 2015


Commit: 076e2ff2aabd3374a6cb29ed543b28d1e9d0525d
Author: Mike Erwin
Date:   Mon Nov 23 00:08:09 2015 -0500
Branches: master
https://developer.blender.org/rB076e2ff2aabd3374a6cb29ed543b28d1e9d0525d

OpenGL: update geometry shaders, fixes T46838

===================================================================

M	source/blender/gpu/shaders/gpu_shader_fx_dof_hq_geo.glsl
M	source/blender/gpu/shaders/gpu_shader_geometry.glsl

===================================================================

diff --git a/source/blender/gpu/shaders/gpu_shader_fx_dof_hq_geo.glsl b/source/blender/gpu/shaders/gpu_shader_fx_dof_hq_geo.glsl
index 7918122..25ba91f 100644
--- a/source/blender/gpu/shaders/gpu_shader_fx_dof_hq_geo.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_fx_dof_hq_geo.glsl
@@ -5,23 +5,33 @@ uniform vec2 layerselection;
 
 uniform sampler2D cocbuffer;
 
+#if __VERSION__ >= 150
+  layout(points) in;
+  layout(triangle_strip, max_vertices = 4) out;
+
+  #define POS gl_in[0].gl_Position
+#else
+  /* use the EXT_geometry_shader4 way */
+  #define POS gl_PositionIn[0]
+#endif
+
 /* initial uv coordinate */
-varying in vec2 uvcoord[1];
-varying out vec2 particlecoord;
-varying out vec4 color;
+in vec2 uvcoord[1];
+out vec2 particlecoord;
+out vec4 color;
 
 
 #define M_PI 3.1415926535897932384626433832795
 
-void main(void)
+void main()
 {
-	vec4 coc = texture2DLod(cocbuffer, uvcoord[0], 0.0);
+	vec4 coc = textureLod(cocbuffer, uvcoord[0], 0.0);
 
 	float offset_val = dot(coc.rg, layerselection);
 	if (offset_val < 1.0)
 		return;
 
-	vec4 colortex = texture2DLod(colorbuffer, uvcoord[0], 0.0);
+	vec4 colortex = textureLod(colorbuffer, uvcoord[0], 0.0);
 
 	/* find the area the pixel will cover and divide the color by it */
 	float alpha = 1.0 / (offset_val * offset_val * M_PI);
@@ -30,19 +40,19 @@ void main(void)
 
 	vec2 offset_far = vec2(offset_val * 0.5) / vec2(rendertargetdim.x, rendertargetdim.y);
 
-	gl_Position = gl_PositionIn[0] + vec4(-offset_far.x, -offset_far.y, 0.0, 0.0);
+	gl_Position = POS + vec4(-offset_far.x, -offset_far.y, 0.0, 0.0);
 	color = colortex;
 	particlecoord = vec2(-1.0, -1.0);
 	EmitVertex();
-	gl_Position = gl_PositionIn[0] + vec4(-offset_far.x, offset_far.y, 0.0, 0.0);
+	gl_Position = POS + vec4(-offset_far.x, offset_far.y, 0.0, 0.0);
 	particlecoord = vec2(-1.0, 1.0);
 	color = colortex;
 	EmitVertex();
-	gl_Position = gl_PositionIn[0] + vec4(offset_far.x, -offset_far.y, 0.0, 0.0);
+	gl_Position = POS + vec4(offset_far.x, -offset_far.y, 0.0, 0.0);
 	particlecoord = vec2(1.0, -1.0);
 	color = colortex;
 	EmitVertex();
-	gl_Position = gl_PositionIn[0] + vec4(offset_far.x, offset_far.y, 0.0, 0.0);
+	gl_Position = POS + vec4(offset_far.x, offset_far.y, 0.0, 0.0);
 	particlecoord = vec2(1.0, 1.0);
 	color = colortex;
 	EmitVertex();
diff --git a/source/blender/gpu/shaders/gpu_shader_geometry.glsl b/source/blender/gpu/shaders/gpu_shader_geometry.glsl
index a0ae96a..2e4d8f9 100644
--- a/source/blender/gpu/shaders/gpu_shader_geometry.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_geometry.glsl
@@ -1,13 +1,19 @@
 uniform int PrimitiveIdBase;
 uniform int osd_active_uv_offset;
 
-varying vec3 varnormal;
-varying vec3 varposition;
+#if __VERSION__ >= 150
+  layout(lines_adjacency) in;
+  layout(triangle_strip, max_vertices = 4) out;
+#endif
 
 in block {
 	VertexData v;
 } inpt[4];
 
+/* compatibility */
+out vec3 varnormal;
+out vec3 varposition;
+
 uniform bool osd_flat_shading;
 uniform int osd_fvar_count;




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