summaryrefslogtreecommitdiff
path: root/slideshow/opengl/basicVertexShader.glsl
AgeCommit message (Collapse)Author
2016-01-05slideshow: Define inverse() to bring back the GLSL version to 1.20Emmanuel Gil Peyrot
Change-Id: Ib0372d6a98734724d99b979f2d01abc1ee317847
2015-12-15Use #version 140 to get inverse()Tor Lillqvist
The Linux GLSL imlementation is very loose in its interpretation of standards, it seems. (I am not surprised.) Not so on Windows, at least with AMD drivers. The inverse() function (for float matririces) is present only starting from GLSL 1.40. Bump the #version directive accordingly. (See https://www.opengl.org/sdk/docs/man/html/inverse.xhtml) To get this to work again on OS X will be a further challenge. There a 'legacy' context only has GLSL 1.20. But the intent is to move this code in the direction of using 'core' contexts anyway. Change-Id: I572dc7cc30f90321b233fbfd857455dc01761a7c
2015-12-11slideshow: Remove the last legacy uniformsEmmanuel Gil Peyrot
Change-Id: If5f7368bf53dd59e66e990e4f2c57b6ee2cba44b
2015-12-11slideshow: Upload the projection and modelview matrices as uniformsEmmanuel Gil Peyrot
Change-Id: I9d6c3ad0d2cc2f691afb2c8622471286f8a5e1c7
2015-12-11slideshow: upload the transform matrices as uniformsEmmanuel Gil Peyrot
Change-Id: I2380fc7f8462514e6c032b18b44df51fbaaccb9f
2015-11-23slideshow: Add back lighting in the SimpleTransition shadersEmmanuel Gil Peyrot
Change-Id: Iec854a8369a7a9f845f261233e46aea8097db109
2015-11-19slideshow: Use gl_ModelViewProjectionMatrix in vertex shadersEmmanuel Gil Peyrot
ftransform() is deprecated, and we shouldn’t do an extraneous multiplication to obtain the two matrices together. Change-Id: Iaa16c106b8b702468f7be643a812107f0967acdd
2015-11-07Improve transition shader portabilityTor Lillqvist
Use #version 120 explicitly, and adapt the shader shader code accordingly, to use strictly only GLSL 1.20 constructs. Also, use less vertex attribute data in the Vortex vertex shader: We can pack the per-vertex tile x and y index and in-tile vertex index information into one float. Also, the shader can calculate the center of the tile a vertex belongs to based on the knowledge of which tile it is. Now the shader transitions work on OS X, too. Change-Id: I93e8b5069a6d06d2e412ffee322b1eb32805e606
2014-08-13remove useless OGL transition shader codeMarkus Mohrhard
Change-Id: I8930aab2b4d3fd00916f12b86fa06b5e011542ac