From a9198570eaeefa97b3a22358e85e338123afbc4a Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Konstantin=20Ka=CC=88fer?= Date: Fri, 21 Feb 2014 10:41:22 +0100 Subject: [PATCH] revert shader --- src/shader/point.fragment.glsl | 9 ++++----- src/shader/shaders.cpp | 2 +- 2 files changed, 5 insertions(+), 6 deletions(-) diff --git a/src/shader/point.fragment.glsl b/src/shader/point.fragment.glsl index 618cbc851..2343f7db0 100644 --- a/src/shader/point.fragment.glsl +++ b/src/shader/point.fragment.glsl @@ -10,13 +10,12 @@ uniform float inbounds; uniform vec4 color; void main() { - // vec2 pos = (gl_PointCoord * 2.0 - 1.0) * root2 / 2.0 + 0.5; + vec2 pos = (gl_PointCoord * 2.0 - 1.0) * root2 / 2.0 + 0.5; - // float inbounds = step(0.0, pos.x) * step(0.0, pos.y) * - // (1.0 - step(1.0, pos.x)) * (1.0 - step(1.0, pos.y)); + float inbounds = step(0.0, pos.x) * step(0.0, pos.y) * + (1.0 - step(1.0, pos.x)) * (1.0 - step(1.0, pos.y)); - // vec4 color = texture2D(u_image, mix(u_tl, u_br, pos)) * inbounds; - vec4 color = vec4(gl_PointCoord.s, gl_PointCoord.t, 0, 1); + vec4 color = texture2D(u_image, mix(u_tl, u_br, pos)) * inbounds; gl_FragColor = color; } diff --git a/src/shader/shaders.cpp b/src/shader/shaders.cpp index bc65f6221..b6ee1b46b 100644 --- a/src/shader/shaders.cpp +++ b/src/shader/shaders.cpp @@ -26,6 +26,6 @@ const shader_source llmr::shaders[SHADER_COUNT] = { }, { "attribute vec2 a_pos;\n\nuniform mat4 u_matrix;\nuniform float u_size;\n\nvoid main() {\n gl_Position = u_matrix * vec4(a_pos, 0, 1);\n gl_PointSize = u_size;\n}\n", - "#define root2 1.4142135623730951\n\nuniform sampler2D u_image;\nuniform vec2 u_tl;\nuniform vec2 u_br;\nuniform vec4 u_color;\n\nuniform vec2 pos;\nuniform float inbounds;\nuniform vec4 color;\n\nvoid main() {\n // vec2 pos = (gl_PointCoord * 2.0 - 1.0) * root2 / 2.0 + 0.5;\n\n // float inbounds = step(0.0, pos.x) * step(0.0, pos.y) *\n // (1.0 - step(1.0, pos.x)) * (1.0 - step(1.0, pos.y));\n\n // vec4 color = texture2D(u_image, mix(u_tl, u_br, pos)) * inbounds;\n vec4 color = vec4(gl_PointCoord.s, gl_PointCoord.t, 0, 1);\n\n gl_FragColor = color;\n}\n", + "#define root2 1.4142135623730951\n\nuniform sampler2D u_image;\nuniform vec2 u_tl;\nuniform vec2 u_br;\nuniform vec4 u_color;\n\nuniform vec2 pos;\nuniform float inbounds;\nuniform vec4 color;\n\nvoid main() {\n vec2 pos = (gl_PointCoord * 2.0 - 1.0) * root2 / 2.0 + 0.5;\n\n float inbounds = step(0.0, pos.x) * step(0.0, pos.y) *\n (1.0 - step(1.0, pos.x)) * (1.0 - step(1.0, pos.y));\n\n vec4 color = texture2D(u_image, mix(u_tl, u_br, pos)) * inbounds;\n\n gl_FragColor = color;\n}\n", } };