gl4: fix usage of struct as input/output variables
Apparently, structs cannot be used as in/out variables. This causes shader compile errors on AMD (nVidia doesn't seem to care I guess?). Remove the structs and put each struct members as its own variable.
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@ -45,9 +45,6 @@ precision highp float; \n\
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precision highp int; \n\
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layout(std140, column_major) uniform; \n\
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layout(std430, column_major) buffer; \n\
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struct VertexData { \n\
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vec2 uv; \n\
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}; \n\
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";
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const std::string vs_source = header +
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"\n\
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@ -57,32 +54,29 @@ out gl_PerVertex { \n\
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float gl_PointSize; \n\
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float gl_ClipDistance[]; \n\
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}; \n\
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struct VertexFetch { \n\
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vec2 pos; \n\
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};\n\
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layout(location = 0) in VertexFetch vfetch; \n\
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layout(location = 0) out VertexData vtx; \n\
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layout(location = 0) in vec2 vfetch_pos; \n\
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layout(location = 0) out vec2 vtx_uv; \n\
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void main() { \n\
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gl_Position = vec4(vfetch.pos.xy * vec2(2.0, -2.0) - vec2(1.0, -1.0), 0.0, 1.0); \n\
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vtx.uv = vfetch.pos.xy * src_uv.zw + src_uv.xy; \n\
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gl_Position = vec4(vfetch_pos.xy * vec2(2.0, -2.0) - vec2(1.0, -1.0), 0.0, 1.0); \n\
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vtx_uv = vfetch_pos.xy * src_uv.zw + src_uv.xy; \n\
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} \n\
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";
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const std::string color_fs_source = header +
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"\n\
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layout(location = 1) uniform sampler2D src_texture; \n\
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layout(location = 0) in VertexData vtx; \n\
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layout(location = 0) in vec2 vtx_uv; \n\
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layout(location = 0) out vec4 oC; \n\
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void main() { \n\
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oC = texture(src_texture, vtx.uv); \n\
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oC = texture(src_texture, vtx_uv); \n\
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} \n\
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";
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const std::string depth_fs_source = header +
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"\n\
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layout(location = 1) uniform sampler2D src_texture; \n\
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layout(location = 0) in VertexData vtx; \n\
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layout(location = 0) in vec2 vtx_uv; \n\
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layout(location = 0) out vec4 oC; \n\
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void main() { \n\
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gl_FragDepth = texture(src_texture, vtx.uv).r; \n\
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gl_FragDepth = texture(src_texture, vtx_uv).r; \n\
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} \n\
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";
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@ -252,44 +252,39 @@ precision highp float; \n\
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precision highp int; \n\
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layout(std140, column_major) uniform; \n\
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layout(std430, column_major) buffer; \n\
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struct VertexData { \n\
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vec4 color; \n\
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vec2 uv; \n\
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};\n\
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";
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const std::string vertex_shader_source = header +
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"\n\
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layout(location = 0) uniform mat4 projection_matrix; \n\
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struct VertexFetch { \n\
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vec2 pos; \n\
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vec4 color; \n\
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vec2 uv; \n\
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}; \n\
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layout(location = 0) in VertexFetch vfetch; \n\
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layout(location = 0) out VertexData vtx; \n\
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layout(location = 0) in vec2 in_pos; \n\
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layout(location = 1) in vec4 in_color; \n\
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layout(location = 2) in vec2 in_uv; \n\
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layout(location = 0) out vec4 vtx_color; \n\
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layout(location = 1) out vec2 vtx_uv; \n\
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void main() { \n\
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gl_Position = projection_matrix * vec4(vfetch.pos.xy, 0.0, 1.0); \n\
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vtx.color = vfetch.color; \n\
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vtx.uv = vfetch.uv; \n\
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gl_Position = projection_matrix * vec4(in_pos.xy, 0.0, 1.0); \n\
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vtx_color = in_color; \n\
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vtx_uv = in_uv; \n\
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} \n\
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";
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const std::string fragment_shader_source = header +
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"\n\
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layout(location = 1, bindless_sampler) uniform sampler2D font_texture; \n\
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layout(location = 2) uniform float font_height; \n\
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layout(location = 0) in VertexData vtx; \n\
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layout(location = 0) in vec4 vtx_color; \n\
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layout(location = 1) in vec2 vtx_uv; \n\
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layout(location = 0) out vec4 oC; \n\
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void main() { \n\
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if (vtx.uv.x > 1.0) { \n\
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oC = vtx.color; \n\
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} else { \n\
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vec4 color = texture(font_texture, vtx.uv); \n\
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oC = color.rgba * vtx.color; \n\
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if (color.a < 0.5) { \n\
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vec4 c1 = texture(font_texture, vtx.uv + vec2(0.0, font_height)); \n\
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oC = vec4(0, 0, 0, c1.a); \n\
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} \n\
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} \n\
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if (vtx_uv.x > 1.0) { \n\
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oC = vtx_color; \n\
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} else { \n\
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vec4 color = texture(font_texture, vtx_uv); \n\
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oC = color.rgba * vtx_color; \n\
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if (color.a < 0.5) { \n\
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vec4 c1 = texture(font_texture, vtx_uv + vec2(0.0, font_height)); \n\
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oC = vec4(0, 0, 0, c1.a); \n\
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} \n\
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} \n\
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} \n\
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";
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