Age | Commit message (Collapse) | Author |
|
Change-Id: I63f4fda670b86db2ee1ea66d8755d71697fac0c7
Reviewed-on: https://gerrit.libreoffice.org/22678
Tested-by: Jenkins <ci@libreoffice.org>
Reviewed-by: Tomaž Vajngerl <quikee@gmail.com>
|
|
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>
|
|
These are done using a shadow mapping technique, we render both slides
from the point of view of the light, and then do a second pass in which
we lower the light of the fragment if some other cube is above it.
Change-Id: I8aaa1428c4481661283bf69b5e56aa4d95fb80dd
Reviewed-on: https://gerrit.libreoffice.org/22232
Tested-by: Jenkins <ci@libreoffice.org>
Reviewed-by: Michael Meeks <michael.meeks@collabora.com>
|
|
Change-Id: I60e0b71d41a726459baeb7e590745d6bfb58e884
|
|
Change-Id: Ifa02bde8c84326c513df74d34077710f2e28c91e
|
|
Change-Id: I870ef7885fe569c89bde63a70ef038c4133ffbfd
|
|
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
|
|
Also some minor cleanups in the C++ code.
Change-Id: I106657130dd6e32b458cb416717806caac5031ce
|
|
Change-Id: I4f76c7699333cd9236f5231984db5c6d02a31445
|
|
The actual transition is not yet at all like the one in the competing
product. But some basic ideas are in place.
Change-Id: Ie17a4fe03ae93abe51a2f1f760f417ee4b193e2c
|