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authorNeil Roberts <neil@linux.intel.com>2012-07-02 14:23:10 +0100
committerRobert Bragg <robert@linux.intel.com>2012-08-06 18:51:31 +0100
commit2ae352b0a6cef8c00fb1d0098701d22d736a06fe (patch)
treead94870180acdf74556145a1028c87de6b0ed776
parent960cf64d04b7b2a2d8d70cb90d8de58e3e219bc8 (diff)
downloadcogl-2ae352b0a6cef8c00fb1d0098701d22d736a06fe.tar.gz
Fix point sprite coordinates in shaders on GLES2
When using the GLES2 driver with a pipeline layer that has point sprite coordinates enabled it extracts the texture coordinates from the gl_PointCoord builtin instead of cogl_tex_coord_in[*]. gl_PointCoord is not quite the same as the regular texture coordinates because it is only a vec2 instead of a vec4. This used to work ok because either set of texture coordinates would always immediately be accessed using a swizzle of '.st' so it would effectively be converted to a vec2 anyway. However since the snippet hook for texture lookups was added the texture coordinates are now passed to a function to perform the actual lookup instead. This function always takes a vec4 so the shader would not compile. This patch fixes it to construct a vec4 from gl_PointCoord by setting the third and fourth components to 0.0 and 1.0. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit cb3409b23caf324a548f82cfb88acc684cc71930)
-rw-r--r--cogl/cogl-pipeline-fragend-glsl.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/cogl/cogl-pipeline-fragend-glsl.c b/cogl/cogl-pipeline-fragend-glsl.c
index 6264f9bc..44ebb592 100644
--- a/cogl/cogl-pipeline-fragend-glsl.c
+++ b/cogl/cogl-pipeline-fragend-glsl.c
@@ -455,7 +455,7 @@ ensure_texture_lookup_generated (CoglPipelineShaderState *shader_state,
cogl_pipeline_get_layer_point_sprite_coords_enabled (pipeline,
layer->index))
g_string_append_printf (shader_state->source,
- "gl_PointCoord");
+ "vec4 (gl_PointCoord, 0.0, 1.0)");
else
g_string_append_printf (shader_state->source,
"cogl_tex_coord_in[%d]",