Age | Commit message (Collapse) | Author |
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I was suffering from one basic misunderstanding: I did not get it that
samplers are indexed with normalized texture coordinates, i.e. 0..1.
(Note that multiplying a coordinate by any number does not break
anything horribly for this use case, looking up a pseudo-random
number, because textures by default repeat as a coordinate wraps.)
We multiply by 10 so that neighbouring pixels that map to close index
into the permTexture don't get clumped together with close sn values,
and thus same behaviour.
(Sure, the multiplication by 256 that I had changed it to worked, too,
but not the way my initial reasoning went... So let's use the original
10 to avoid somebody else thinking that we need to multiply by 256
because permTexture is built from a 256x256 array.)
(See 1877228ae8e7cc298cf4e45d061ee54774aa1d08)
Change-Id: I1d350446460fe2fdd3e55f00053a5ce01d2d117c
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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
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Change-Id: Ia32c98d8162f31a8ee0b0d0c1301ca204c9c3c87
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Change-Id: I5179ee1cd295f256526feebb192a8548c41276a7
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Change-Id: I8930aab2b4d3fd00916f12b86fa06b5e011542ac
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