[Bf-blender-cvs] [21d0f719633] blender2.8: New Outline: Fix ATI compile error.

Clément Foucault noreply at git.blender.org
Tue Mar 28 00:13:15 CEST 2017


Commit: 21d0f719633d9cf92ca98773ca2931deec3a198b
Author: Clément Foucault
Date:   Tue Mar 28 00:05:41 2017 +0200
Branches: blender2.8
https://developer.blender.org/rB21d0f719633d9cf92ca98773ca2931deec3a198b

New Outline: Fix ATI compile error.

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

M	source/blender/draw/modes/shaders/object_outline_detect_frag.glsl
M	source/blender/draw/modes/shaders/object_outline_expand_frag.glsl

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

diff --git a/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl b/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl
index 199b763e667..5565a0f1e09 100644
--- a/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl
+++ b/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl
@@ -10,16 +10,16 @@ uniform sampler2D sceneDepth;
 uniform float alphaOcclu;
 uniform vec2 viewportSize;
 
-void search_outline(ivec2 uv, ivec2 offset, vec4 ref_col, inout bool ref_occlu, inout bool outline)
+void search_outline(ivec2 uv, vec4 ref_col, inout bool ref_occlu, inout bool outline)
 {
 	if (!outline) {
-		vec4 color = texelFetchOffset(outlineColor, uv, 0, offset).rgba;
+		vec4 color = texelFetch(outlineColor, uv, 0).rgba;
 		if (color != ref_col) {
 			outline = true;
 		}
 		else {
-			float depth = texelFetchOffset(outlineDepth, uv, 0, offset).r;
-			float scene_depth = texelFetchOffset(sceneDepth, uv, 0, offset).r;
+			float depth = texelFetch(outlineDepth, uv, 0).r;
+			float scene_depth = texelFetch(sceneDepth, uv, 0).r;
 			bool occlu = (depth > scene_depth);
 
 			if (occlu != ref_occlu && !ref_occlu) {
@@ -42,10 +42,10 @@ void main()
 
 	bool outline = false;
 
-	search_outline(uv, ivec2( 1,  0), ref_col, ref_occlu, outline);
-	search_outline(uv, ivec2( 0,  1), ref_col, ref_occlu, outline);
-	search_outline(uv, ivec2(-1,  0), ref_col, ref_occlu, outline);
-	search_outline(uv, ivec2( 0, -1), ref_col, ref_occlu, outline);
+	search_outline(uv + ivec2( 1,  0), ref_col, ref_occlu, outline);
+	search_outline(uv + ivec2( 0,  1), ref_col, ref_occlu, outline);
+	search_outline(uv + ivec2(-1,  0), ref_col, ref_occlu, outline);
+	search_outline(uv + ivec2( 0, -1), ref_col, ref_occlu, outline);
 
 	FragColor = ref_col;
 
diff --git a/source/blender/draw/modes/shaders/object_outline_expand_frag.glsl b/source/blender/draw/modes/shaders/object_outline_expand_frag.glsl
index b57c4f5ea0e..e0568d1157a 100644
--- a/source/blender/draw/modes/shaders/object_outline_expand_frag.glsl
+++ b/source/blender/draw/modes/shaders/object_outline_expand_frag.glsl
@@ -9,10 +9,10 @@ uniform sampler2D outlineDepth;
 uniform float alpha;
 uniform bool doExpand;
 
-void search_outline(ivec2 uv, ivec2 offset, inout bool found_edge)
+void search_outline(ivec2 uv, inout bool found_edge)
 {
 	if (!found_edge) {
-		vec4 color = texelFetchOffset(outlineColor, uv, 0, offset).rgba;
+		vec4 color = texelFetch(outlineColor, uv, 0).rgba;
 		if (color.a != 0.0) {
 			if (doExpand || color.a != 1.0) {
 				FragColor = color;
@@ -32,10 +32,10 @@ void main()
 		return;
 
 	bool found_edge = false;
-	search_outline(uv, ivec2( 1,  0), found_edge);
-	search_outline(uv, ivec2( 0,  1), found_edge);
-	search_outline(uv, ivec2(-1,  0), found_edge);
-	search_outline(uv, ivec2( 0, -1), found_edge);
+	search_outline(uv + ivec2( 1,  0), found_edge);
+	search_outline(uv + ivec2( 0,  1), found_edge);
+	search_outline(uv + ivec2(-1,  0), found_edge);
+	search_outline(uv + ivec2( 0, -1), found_edge);
 
 	/* We Hit something ! */
 	if (found_edge) {




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