diff options
author | Emmanuel Gil Peyrot <emmanuel.peyrot@collabora.com> | 2016-02-24 20:21:11 +0000 |
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committer | Tomaž Vajngerl <quikee@gmail.com> | 2016-02-25 11:11:57 +0000 |
commit | 06404309026b8e5aeb4c47ea68aea7ef21c6654e (patch) | |
tree | 131abc9b5eafa8ced9bce18fb4f8862d373035e2 /slideshow/opengl/vortexVertexShader.glsl | |
parent | 9adeebadd5d1728e9abaec67aa4dd8a0c300c98f (diff) |
slideshow: Move Vortex calculations to the geometry stage, fixes Intel
Their Windows driver was failing due to too many varyings being used
between the vertex and the geometry stages.
Change-Id: Iec69a2ef29e6ed4ba5ce6e46c7a5eb7db5098d1b
Reviewed-on: https://gerrit.libreoffice.org/22469
Tested-by: Jenkins <ci@libreoffice.org>
Reviewed-by: Tomaž Vajngerl <quikee@gmail.com>
Diffstat (limited to 'slideshow/opengl/vortexVertexShader.glsl')
-rw-r--r-- | slideshow/opengl/vortexVertexShader.glsl | 14 |
1 files changed, 0 insertions, 14 deletions
diff --git a/slideshow/opengl/vortexVertexShader.glsl b/slideshow/opengl/vortexVertexShader.glsl index 9bab2d9e0397..3d5838e5b9b3 100644 --- a/slideshow/opengl/vortexVertexShader.glsl +++ b/slideshow/opengl/vortexVertexShader.glsl @@ -16,7 +16,6 @@ in vec3 a_normal; in vec2 a_texCoord; in float tileInfo; -uniform mat4 u_projectionMatrix; uniform mat4 u_modelViewMatrix; uniform mat4 u_sceneTransformMatrix; uniform mat4 u_primitiveTransformMatrix; @@ -26,15 +25,10 @@ uniform float time; uniform ivec2 numTiles; uniform sampler2D permTexture; uniform float slide; -uniform float shadow; -uniform mat4 orthoProjectionMatrix; -uniform mat4 orthoViewMatrix; out vec2 g_texturePosition; out vec3 g_normal; -out mat4 projectionMatrix; out mat4 modelViewMatrix; -out mat4 shadowMatrix; out mat4 transform; out float nTime; out float startTime; @@ -142,14 +136,6 @@ void main( void ) * transform; } - if (shadow < 0.5) { - projectionMatrix = u_projectionMatrix; - shadowMatrix = orthoProjectionMatrix * orthoViewMatrix; - } else { - projectionMatrix = orthoProjectionMatrix * orthoViewMatrix; - shadowMatrix = mat4(0.0); - } - modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix; gl_Position = vec4(a_position, 1.0); |