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authorEmmanuel Gil Peyrot <emmanuel.peyrot@collabora.com>2016-02-24 20:21:10 +0000
committerTomaž Vajngerl <quikee@gmail.com>2016-02-25 11:13:41 +0000
commit1a9b62dc661a26c02db34ab5075b4e209a70b196 (patch)
tree8ceed445cf517fb16653ca9b841e1e36b2bb23ae /slideshow/opengl/vortexFragmentShader.glsl
parentdb9fe1ea4a1e0e33dece63652c2b076fb323ec63 (diff)
slideshow: Only use texture() in GLSL 1.50, fixes Intel on Windows
texture2D() is still available, but not in the geometry stage, so better be consistent everywhere. Change-Id: I86bf1921713bcbf32946190525401bfcc633a69f Reviewed-on: https://gerrit.libreoffice.org/22468 Tested-by: Jenkins <ci@libreoffice.org> Reviewed-by: Tomaž Vajngerl <quikee@gmail.com>
Diffstat (limited to 'slideshow/opengl/vortexFragmentShader.glsl')
-rw-r--r--slideshow/opengl/vortexFragmentShader.glsl6
1 files changed, 3 insertions, 3 deletions
diff --git a/slideshow/opengl/vortexFragmentShader.glsl b/slideshow/opengl/vortexFragmentShader.glsl
index 3212ebef7661..a3f8191eeb78 100644
--- a/slideshow/opengl/vortexFragmentShader.glsl
+++ b/slideshow/opengl/vortexFragmentShader.glsl
@@ -20,12 +20,12 @@ in vec4 shadowCoordinate;
void main() {
vec3 lightVector = vec3(0.0, 0.0, 1.0);
float light = max(dot(lightVector, v_normal), 0.0);
- vec4 fragment = texture2D(slideTexture, v_texturePosition);
+ vec4 fragment = texture(slideTexture, v_texturePosition);
float visibility = 1.0;
const float epsilon = 0.0001;
- if (texture2D(leavingShadowTexture, shadowCoordinate.xy).r < shadowCoordinate.z - epsilon)
+ if (texture(leavingShadowTexture, shadowCoordinate.xy).r < shadowCoordinate.z - epsilon)
visibility *= 0.7;
- if (texture2D(enteringShadowTexture, shadowCoordinate.xy).r < shadowCoordinate.z - epsilon)
+ if (texture(enteringShadowTexture, shadowCoordinate.xy).r < shadowCoordinate.z - epsilon)
visibility *= 0.7;
vec4 black = vec4(0.0, 0.0, 0.0, fragment.a);
gl_FragColor = mix(black, fragment, visibility * light);