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authorLibravatar bungoboingo <shankern@protonmail.com>2022-11-08 11:32:27 -0800
committerLibravatar bungoboingo <shankern@protonmail.com>2022-11-08 13:41:44 -0800
commit9841d1938142cb453495a50e4a88059c6eae3074 (patch)
tree2ee406dd8c9895aea1e28a3ab13950fdd809cac7 /glow
parentd9f408d1c2567698c97890b1bbcc4363bcd313aa (diff)
downloadiced-9841d1938142cb453495a50e4a88059c6eae3074.tar.gz
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Fixed issues with old GL versions ( <= 2.1 )
Diffstat (limited to 'glow')
-rw-r--r--glow/src/shader/common/gradient.frag32
-rw-r--r--glow/src/shader/common/triangle.frag2
-rw-r--r--glow/src/triangle/gradient.rs4
3 files changed, 19 insertions, 19 deletions
diff --git a/glow/src/shader/common/gradient.frag b/glow/src/shader/common/gradient.frag
index 42d0201f..9af0cb6e 100644
--- a/glow/src/shader/common/gradient.frag
+++ b/glow/src/shader/common/gradient.frag
@@ -1,20 +1,20 @@
#ifdef GL_ES
- #ifdef GL_FRAGMENT_PRECISION_HIGH
- precision highp float;
- #else
- precision mediump float;
- #endif
+#ifdef GL_FRAGMENT_PRECISION_HIGH
+precision highp float;
+#else
+precision mediump float;
+#endif
#endif
#ifdef HIGHER_THAN_300
- layout (location = 0) out vec4 fragColor;
- #define gl_FragColor fragColor
+layout (location = 0) out vec4 fragColor;
+#define gl_FragColor fragColor
#endif
in vec2 raw_position;
uniform vec4 gradient_direction;
-uniform uint color_stops_size;
+uniform int color_stops_size;
// GLSL does not support dynamically sized arrays without SSBOs so this is capped to 16 stops
//stored as color(vec4) -> offset(vec4) sequentially;
uniform vec4 color_stops[32];
@@ -28,23 +28,23 @@ void main() {
vec2 unit = normalize(gradient_vec);
float coord_offset = dot(unit, current_vec) / length(gradient_vec);
//if a gradient has a start/end stop that is identical, the mesh will have a transparent fill
- fragColor = vec4(0.0, 0.0, 0.0, 0.0);
+ gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
float min_offset = color_stops[1].x;
- float max_offset = color_stops[color_stops_size - 1u].x;
+ float max_offset = color_stops[color_stops_size - 1].x;
- for (uint i = 0u; i < color_stops_size - 2u; i += 2u) {
- float curr_offset = color_stops[i+1u].x;
- float next_offset = color_stops[i+3u].x;
+ for (int i = 0; i < color_stops_size - 2; i += 2) {
+ float curr_offset = color_stops[i+1].x;
+ float next_offset = color_stops[i+3].x;
if (coord_offset <= min_offset) {
//current coordinate is before the first defined offset, set it to the start color
- fragColor = color_stops[0];
+ gl_FragColor = color_stops[0];
}
if (curr_offset <= coord_offset && coord_offset <= next_offset) {
//current fragment is between the current offset processing & the next one, interpolate colors
- fragColor = mix(color_stops[i], color_stops[i+2u], smoothstep(
+ gl_FragColor = mix(color_stops[i], color_stops[i+2], smoothstep(
curr_offset,
next_offset,
coord_offset
@@ -53,7 +53,7 @@ void main() {
if (coord_offset >= max_offset) {
//current coordinate is before the last defined offset, set it to the last color
- fragColor = color_stops[color_stops_size - 2u];
+ gl_FragColor = color_stops[color_stops_size - 2];
}
}
}
diff --git a/glow/src/shader/common/triangle.frag b/glow/src/shader/common/triangle.frag
index ead40fe5..8260f6a6 100644
--- a/glow/src/shader/common/triangle.frag
+++ b/glow/src/shader/common/triangle.frag
@@ -14,5 +14,5 @@ out vec4 fragColor;
uniform vec4 color;
void main() {
- fragColor = color;
+ gl_FragColor = color;
}
diff --git a/glow/src/triangle/gradient.rs b/glow/src/triangle/gradient.rs
index 5225612e..d5f26877 100644
--- a/glow/src/triangle/gradient.rs
+++ b/glow/src/triangle/gradient.rs
@@ -71,14 +71,14 @@ impl Program {
linear.end.y,
);
- gl.uniform_1_u32(
+ gl.uniform_1_i32(
Some(
&self
.uniform_data
.uniform_locations
.color_stops_size_location,
),
- (linear.color_stops.len() * 2) as u32,
+ (linear.color_stops.len() * 2) as i32,
);
let mut stops = [0.0; 128];