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author | 2022-11-08 11:32:27 -0800 | |
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committer | 2022-11-08 13:41:44 -0800 | |
commit | 9841d1938142cb453495a50e4a88059c6eae3074 (patch) | |
tree | 2ee406dd8c9895aea1e28a3ab13950fdd809cac7 /glow | |
parent | d9f408d1c2567698c97890b1bbcc4363bcd313aa (diff) | |
download | iced-9841d1938142cb453495a50e4a88059c6eae3074.tar.gz iced-9841d1938142cb453495a50e4a88059c6eae3074.tar.bz2 iced-9841d1938142cb453495a50e4a88059c6eae3074.zip |
Fixed issues with old GL versions ( <= 2.1 )
Diffstat (limited to 'glow')
-rw-r--r-- | glow/src/shader/common/gradient.frag | 32 | ||||
-rw-r--r-- | glow/src/shader/common/triangle.frag | 2 | ||||
-rw-r--r-- | glow/src/triangle/gradient.rs | 4 |
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]; |