diff options
Diffstat (limited to 'src/shader')
-rw-r--r-- | src/shader/icon.vertex.glsl | 3 | ||||
-rw-r--r-- | src/shader/icon_shader.cpp | 9 | ||||
-rw-r--r-- | src/shader/shaders_gl.cpp | 2 | ||||
-rw-r--r-- | src/shader/shaders_gles2.cpp | 2 |
4 files changed, 13 insertions, 3 deletions
diff --git a/src/shader/icon.vertex.glsl b/src/shader/icon.vertex.glsl index 51b378f3fd..d0ffe4b33e 100644 --- a/src/shader/icon.vertex.glsl +++ b/src/shader/icon.vertex.glsl @@ -3,11 +3,12 @@ attribute vec2 a_tex; uniform mat4 u_matrix; uniform float u_size; +uniform float u_ratio; varying vec2 v_tex; void main() { gl_Position = u_matrix * vec4(a_pos, 0, 1); gl_PointSize = u_size; - v_tex = a_tex; + v_tex = a_tex * u_ratio; } diff --git a/src/shader/icon_shader.cpp b/src/shader/icon_shader.cpp index f991d1f39a..c656eb3338 100644 --- a/src/shader/icon_shader.cpp +++ b/src/shader/icon_shader.cpp @@ -22,12 +22,14 @@ IconShader::IconShader() u_matrix = glGetUniformLocation(program, "u_matrix"); u_color = glGetUniformLocation(program, "u_color"); u_size = glGetUniformLocation(program, "u_size"); + u_ratio = glGetUniformLocation(program, "u_ratio"); u_dimension = glGetUniformLocation(program, "u_dimension"); // fprintf(stderr, "IconShader:\n"); // fprintf(stderr, " - u_matrix: %d\n", u_matrix); // fprintf(stderr, " - u_color: %d\n", u_color); // fprintf(stderr, " - u_size: %d\n", u_size); + // fprintf(stderr, " - u_ratio: %d\n", u_ratio); // fprintf(stderr, " - u_dimension: %d\n", u_dimension); // fprintf(stderr, " - u_image: %d\n", u_image); } @@ -61,6 +63,13 @@ void IconShader::setSize(float new_size) { } } +void IconShader::setRatio(float new_ratio) { + if (ratio != new_ratio) { + glUniform1f(u_ratio, new_ratio); + ratio = new_ratio; + } +} + void IconShader::setDimension(const std::array<float, 2>& new_dimension) { if (dimension != new_dimension) { glUniform2fv(u_dimension, 1, new_dimension.data()); diff --git a/src/shader/shaders_gl.cpp b/src/shader/shaders_gl.cpp index 8473296f22..29cbc0eadf 100644 --- a/src/shader/shaders_gl.cpp +++ b/src/shader/shaders_gl.cpp @@ -11,7 +11,7 @@ const shader_source llmr::shaders[SHADER_COUNT] = { "#version 120\nuniform vec4 u_color;\nuniform float u_blur;\nvoid main ()\n{\n vec2 x_1;\n x_1 = (gl_PointCoord - 0.5);\n float tmpvar_2;\n tmpvar_2 = clamp (((\n sqrt(dot (x_1, x_1))\n - 0.5) / (\n (0.5 - u_blur)\n - 0.5)), 0.0, 1.0);\n gl_FragColor = (u_color * (tmpvar_2 * (tmpvar_2 * \n (3.0 - (2.0 * tmpvar_2))\n )));\n}\n\n", }, { - "#version 120\nattribute vec2 a_pos;\nattribute vec2 a_tex;\nuniform mat4 u_matrix;\nuniform float u_size;\nvarying vec2 v_tex;\nvoid main ()\n{\n vec4 tmpvar_1;\n tmpvar_1.zw = vec2(0.0, 1.0);\n tmpvar_1.xy = a_pos;\n gl_Position = (u_matrix * tmpvar_1);\n gl_PointSize = u_size;\n v_tex = a_tex;\n}\n\n", + "#version 120\nattribute vec2 a_pos;\nattribute vec2 a_tex;\nuniform mat4 u_matrix;\nuniform float u_size;\nuniform float u_ratio;\nvarying vec2 v_tex;\nvoid main ()\n{\n vec4 tmpvar_1;\n tmpvar_1.zw = vec2(0.0, 1.0);\n tmpvar_1.xy = a_pos;\n gl_Position = (u_matrix * tmpvar_1);\n gl_PointSize = u_size;\n v_tex = (a_tex * u_ratio);\n}\n\n", "#version 120\nuniform sampler2D u_image;\nuniform vec2 u_dimension;\nuniform float u_size;\nvarying vec2 v_tex;\nvoid main ()\n{\n gl_FragColor = texture2D (u_image, ((v_tex + (\n (gl_PointCoord - 0.5)\n * u_size)) / u_dimension));\n}\n\n", }, { diff --git a/src/shader/shaders_gles2.cpp b/src/shader/shaders_gles2.cpp index db78f46570..f19edf5406 100644 --- a/src/shader/shaders_gles2.cpp +++ b/src/shader/shaders_gles2.cpp @@ -11,7 +11,7 @@ const shader_source llmr::shaders[SHADER_COUNT] = { "precision highp float;\nuniform vec4 u_color;\nuniform float u_blur;\nvoid main ()\n{\n mediump vec2 x_1;\n x_1 = (gl_PointCoord - 0.5);\n mediump float tmpvar_2;\n tmpvar_2 = clamp (((\n sqrt(dot (x_1, x_1))\n - 0.5) / (\n (0.5 - u_blur)\n - 0.5)), 0.0, 1.0);\n gl_FragColor = (u_color * (tmpvar_2 * (tmpvar_2 * \n (3.0 - (2.0 * tmpvar_2))\n )));\n}\n\n", }, { - "precision highp float;\nattribute vec2 a_pos;\nattribute vec2 a_tex;\nuniform mat4 u_matrix;\nuniform float u_size;\nvarying vec2 v_tex;\nvoid main ()\n{\n vec4 tmpvar_1;\n tmpvar_1.zw = vec2(0.0, 1.0);\n tmpvar_1.xy = a_pos;\n gl_Position = (u_matrix * tmpvar_1);\n gl_PointSize = u_size;\n v_tex = a_tex;\n}\n\n", + "precision highp float;\nattribute vec2 a_pos;\nattribute vec2 a_tex;\nuniform mat4 u_matrix;\nuniform float u_size;\nuniform float u_ratio;\nvarying vec2 v_tex;\nvoid main ()\n{\n vec4 tmpvar_1;\n tmpvar_1.zw = vec2(0.0, 1.0);\n tmpvar_1.xy = a_pos;\n gl_Position = (u_matrix * tmpvar_1);\n gl_PointSize = u_size;\n v_tex = (a_tex * u_ratio);\n}\n\n", "precision highp float;\nuniform sampler2D u_image;\nuniform vec2 u_dimension;\nuniform float u_size;\nvarying vec2 v_tex;\nvoid main ()\n{\n mediump vec2 tmpvar_1;\n tmpvar_1 = ((v_tex + (\n (gl_PointCoord - 0.5)\n * u_size)) / u_dimension);\n lowp vec4 tmpvar_2;\n tmpvar_2 = texture2D (u_image, tmpvar_1);\n gl_FragColor = tmpvar_2;\n}\n\n", }, { |