Update post-processing shaders to work again after removing u_viewproj.

Initialize some uninitialized variables.
This commit is contained in:
Henrik Rydgard 2013-10-31 00:07:33 +01:00
parent 70e4214e2e
commit b9c908ba3f
7 changed files with 9 additions and 12 deletions

View file

@ -277,6 +277,9 @@ FramebufferManager::FramebufferManager() :
convBuf(0), convBuf(0),
draw2dprogram_(0), draw2dprogram_(0),
postShaderProgram_(0), postShaderProgram_(0),
postShaderAtOutputResolution_(false),
plainColorLoc_(-1),
resized_(false),
textureCache_(0), textureCache_(0),
shaderManager_(0), shaderManager_(0),
usePostShader_(false) usePostShader_(false)

View file

@ -1,6 +1,5 @@
attribute vec4 a_position; attribute vec4 a_position;
attribute vec2 a_texcoord0; attribute vec2 a_texcoord0;
uniform mat4 u_viewproj;
uniform vec2 u_texelDelta; uniform vec2 u_texelDelta;
varying vec4 v_texcoord0; varying vec4 v_texcoord0;
@ -21,7 +20,7 @@ void main()
vec2 dg2 = vec2(-x,y); vec2 dg2 = vec2(-x,y);
vec2 sd1 = dg1*0.5; vec2 sd1 = dg1*0.5;
vec2 sd2 = dg2*0.5; vec2 sd2 = dg2*0.5;
gl_Position = u_viewproj * a_position; gl_Position = a_position;
v_texcoord0=a_texcoord0.xyxy; v_texcoord0=a_texcoord0.xyxy;
v_texcoord1.xy = v_texcoord0.xy - sd1; v_texcoord1.xy = v_texcoord0.xy - sd1;
v_texcoord2.xy = v_texcoord0.xy - sd2; v_texcoord2.xy = v_texcoord0.xy - sd2;

View file

@ -3,7 +3,6 @@
attribute vec4 a_position; attribute vec4 a_position;
attribute vec2 a_texcoord0; attribute vec2 a_texcoord0;
uniform mat4 u_viewproj;
uniform vec2 u_texelDelta; uniform vec2 u_texelDelta;
varying vec4 v_texcoord0; varying vec4 v_texcoord0;
@ -21,7 +20,7 @@ void main()
{ {
float x = u_texelDelta.x*scaleoffset; float x = u_texelDelta.x*scaleoffset;
float y = u_texelDelta.y*scaleoffset; float y = u_texelDelta.y*scaleoffset;
gl_Position = u_viewproj * a_position; gl_Position = a_position;
v_texcoord0 = a_texcoord0.xyxy; v_texcoord0 = a_texcoord0.xyxy;
v_texcoord1 = v_texcoord0; v_texcoord1 = v_texcoord0;
v_texcoord2 = v_texcoord0; v_texcoord2 = v_texcoord0;

View file

@ -1,6 +1,5 @@
attribute vec4 a_position; attribute vec4 a_position;
attribute vec2 a_texcoord0; attribute vec2 a_texcoord0;
uniform mat4 u_viewproj;
uniform vec2 u_texelDelta; uniform vec2 u_texelDelta;
varying vec4 v_texcoord0; varying vec4 v_texcoord0;
@ -21,7 +20,7 @@ void main()
vec2 dg2 = vec2(-x,y); vec2 dg2 = vec2(-x,y);
vec2 dx = vec2(x,0.0); vec2 dx = vec2(x,0.0);
vec2 dy = vec2(0.0,y); vec2 dy = vec2(0.0,y);
gl_Position = u_viewproj * a_position; gl_Position = a_position;
v_texcoord0=a_texcoord0.xyxy; v_texcoord0=a_texcoord0.xyxy;
v_texcoord1.xy = v_texcoord0.xy - dy; v_texcoord1.xy = v_texcoord0.xy - dy;
v_texcoord2.xy = v_texcoord0.xy + dy; v_texcoord2.xy = v_texcoord0.xy + dy;

View file

@ -1,8 +1,7 @@
attribute vec4 a_position; attribute vec4 a_position;
attribute vec2 a_texcoord0; attribute vec2 a_texcoord0;
uniform mat4 u_viewproj;
varying vec2 v_texcoord0; varying vec2 v_texcoord0;
void main() { void main() {
v_texcoord0 = a_texcoord0; v_texcoord0 = a_texcoord0;
gl_Position = u_viewproj * a_position; gl_Position = a_position;
} }

View file

@ -2,7 +2,6 @@ uniform vec4 u_texelDelta;
attribute vec4 a_position; attribute vec4 a_position;
attribute vec2 a_texcoord0; attribute vec2 a_texcoord0;
uniform mat4 u_viewproj;
varying vec4 v_texcoord0; varying vec4 v_texcoord0;
varying vec4 v_texcoord1; varying vec4 v_texcoord1;
@ -11,7 +10,7 @@ varying vec4 v_texcoord3;
void main() 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_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; v_texcoord1=a_texcoord0.xyxy+vec4( 0.5,-0.5, 1.5,-1.5)*u_texelDelta.xyxy;

View file

@ -1,12 +1,11 @@
attribute vec4 a_position; attribute vec4 a_position;
attribute vec2 a_texcoord0; attribute vec2 a_texcoord0;
uniform mat4 u_viewproj;
varying vec2 v_position; varying vec2 v_position;
void main() void main()
{ {
gl_Position = u_viewproj * a_position; gl_Position = a_position;
v_position = a_texcoord0; v_position = a_texcoord0;
} }