From b9c908ba3fec39a9eec7367d50c6950e7c9d1c62 Mon Sep 17 00:00:00 2001 From: Henrik Rydgard Date: Thu, 31 Oct 2013 00:07:33 +0100 Subject: [PATCH] Update post-processing shaders to work again after removing u_viewproj. Initialize some uninitialized variables. --- GPU/GLES/Framebuffer.cpp | 3 +++ assets/shaders/4xhqglsl.vsh | 3 +-- assets/shaders/aacolor.vsh | 3 +-- assets/shaders/cartoon.vsh | 3 +-- assets/shaders/fxaa.vsh | 3 +-- assets/shaders/natural.vsh | 3 +-- assets/shaders/upscale_spline36.vsh | 3 +-- 7 files changed, 9 insertions(+), 12 deletions(-) diff --git a/GPU/GLES/Framebuffer.cpp b/GPU/GLES/Framebuffer.cpp index 101e075c8f..7e119b0fa9 100644 --- a/GPU/GLES/Framebuffer.cpp +++ b/GPU/GLES/Framebuffer.cpp @@ -277,6 +277,9 @@ FramebufferManager::FramebufferManager() : convBuf(0), draw2dprogram_(0), postShaderProgram_(0), + postShaderAtOutputResolution_(false), + plainColorLoc_(-1), + resized_(false), textureCache_(0), shaderManager_(0), usePostShader_(false) diff --git a/assets/shaders/4xhqglsl.vsh b/assets/shaders/4xhqglsl.vsh index 01da5c6fd5..e42634c7c7 100644 --- a/assets/shaders/4xhqglsl.vsh +++ b/assets/shaders/4xhqglsl.vsh @@ -1,6 +1,5 @@ attribute vec4 a_position; attribute vec2 a_texcoord0; -uniform mat4 u_viewproj; uniform vec2 u_texelDelta; varying vec4 v_texcoord0; @@ -21,7 +20,7 @@ void main() vec2 dg2 = vec2(-x,y); vec2 sd1 = dg1*0.5; vec2 sd2 = dg2*0.5; - gl_Position = u_viewproj * a_position; + gl_Position = a_position; v_texcoord0=a_texcoord0.xyxy; v_texcoord1.xy = v_texcoord0.xy - sd1; v_texcoord2.xy = v_texcoord0.xy - sd2; diff --git a/assets/shaders/aacolor.vsh b/assets/shaders/aacolor.vsh index 9777f7d198..85fecb4640 100644 --- a/assets/shaders/aacolor.vsh +++ b/assets/shaders/aacolor.vsh @@ -3,7 +3,6 @@ attribute vec4 a_position; attribute vec2 a_texcoord0; -uniform mat4 u_viewproj; uniform vec2 u_texelDelta; varying vec4 v_texcoord0; @@ -21,7 +20,7 @@ void main() { float x = u_texelDelta.x*scaleoffset; float y = u_texelDelta.y*scaleoffset; - gl_Position = u_viewproj * a_position; + gl_Position = a_position; v_texcoord0 = a_texcoord0.xyxy; v_texcoord1 = v_texcoord0; v_texcoord2 = v_texcoord0; diff --git a/assets/shaders/cartoon.vsh b/assets/shaders/cartoon.vsh index 600dd17dbf..13a5b0ae3c 100644 --- a/assets/shaders/cartoon.vsh +++ b/assets/shaders/cartoon.vsh @@ -1,6 +1,5 @@ attribute vec4 a_position; attribute vec2 a_texcoord0; -uniform mat4 u_viewproj; uniform vec2 u_texelDelta; varying vec4 v_texcoord0; @@ -21,7 +20,7 @@ void main() vec2 dg2 = vec2(-x,y); vec2 dx = vec2(x,0.0); vec2 dy = vec2(0.0,y); - gl_Position = u_viewproj * a_position; + gl_Position = a_position; v_texcoord0=a_texcoord0.xyxy; v_texcoord1.xy = v_texcoord0.xy - dy; v_texcoord2.xy = v_texcoord0.xy + dy; diff --git a/assets/shaders/fxaa.vsh b/assets/shaders/fxaa.vsh index 8fde1797f9..49295bb532 100644 --- a/assets/shaders/fxaa.vsh +++ b/assets/shaders/fxaa.vsh @@ -1,8 +1,7 @@ attribute vec4 a_position; attribute vec2 a_texcoord0; -uniform mat4 u_viewproj; varying vec2 v_texcoord0; void main() { v_texcoord0 = a_texcoord0; - gl_Position = u_viewproj * a_position; + gl_Position = a_position; } diff --git a/assets/shaders/natural.vsh b/assets/shaders/natural.vsh index 9f926d1cd1..0170d8d5c0 100644 --- a/assets/shaders/natural.vsh +++ b/assets/shaders/natural.vsh @@ -2,7 +2,6 @@ uniform vec4 u_texelDelta; attribute vec4 a_position; attribute vec2 a_texcoord0; -uniform mat4 u_viewproj; varying vec4 v_texcoord0; varying vec4 v_texcoord1; @@ -11,7 +10,7 @@ varying vec4 v_texcoord3; void main() { - gl_Position=u_viewproj * a_position; + gl_Position=a_position; v_texcoord0=a_texcoord0.xyxy+vec4(-0.5,-0.5,-1.5,-1.5)*u_texelDelta.xyxy; v_texcoord1=a_texcoord0.xyxy+vec4( 0.5,-0.5, 1.5,-1.5)*u_texelDelta.xyxy; diff --git a/assets/shaders/upscale_spline36.vsh b/assets/shaders/upscale_spline36.vsh index 06090071d4..4b47d816cb 100644 --- a/assets/shaders/upscale_spline36.vsh +++ b/assets/shaders/upscale_spline36.vsh @@ -1,12 +1,11 @@ attribute vec4 a_position; attribute vec2 a_texcoord0; -uniform mat4 u_viewproj; varying vec2 v_position; void main() { - gl_Position = u_viewproj * a_position; + gl_Position = a_position; v_position = a_texcoord0; }