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OpenGL2: Don't use initialized arrays in glsl shaders.
Unsupported in GLSL 1.20 (Mac OS X 10.6)
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67dace6c20
commit
356ae10ef6
3 changed files with 38 additions and 3 deletions
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@ -11,7 +11,15 @@ void main()
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vec2 tc;
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vec2 tc;
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#if 0
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#if 0
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float c[7] = float[7](1.0, 0.9659258263, 0.8660254038, 0.7071067812, 0.5, 0.2588190451, 0.0);
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float c[7];
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c[0] = 1.0;
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c[1] = 0.9659258263;
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c[2] = 0.8660254038;
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c[3] = 0.7071067812;
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c[4] = 0.5;
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c[5] = 0.2588190451;
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c[6] = 0.0;
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tc = var_TexCoords + u_InvTexRes * vec2( c[0], c[6]); color = texture2D(u_TextureMap, tc);
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tc = var_TexCoords + u_InvTexRes * vec2( c[0], c[6]); color = texture2D(u_TextureMap, tc);
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tc = var_TexCoords + u_InvTexRes * vec2( c[1], c[5]); color += texture2D(u_TextureMap, tc);
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tc = var_TexCoords + u_InvTexRes * vec2( c[1], c[5]); color += texture2D(u_TextureMap, tc);
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@ -44,7 +52,13 @@ void main()
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gl_FragColor = color * 0.04166667 * u_Color;
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gl_FragColor = color * 0.04166667 * u_Color;
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#endif
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#endif
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float c[5] = float[5](1.0, 0.9238795325, 0.7071067812, 0.3826834324, 0.0);
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float c[5];
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c[0] = 1.0;
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c[1] = 0.9238795325;
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c[2] = 0.7071067812;
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c[3] = 0.3826834324;
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c[4] = 0.0;
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tc = var_TexCoords + u_InvTexRes * vec2( c[0], c[4]); color = texture2D(u_TextureMap, tc);
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tc = var_TexCoords + u_InvTexRes * vec2( c[0], c[4]); color = texture2D(u_TextureMap, tc);
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tc = var_TexCoords + u_InvTexRes * vec2( c[1], c[3]); color += texture2D(u_TextureMap, tc);
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tc = var_TexCoords + u_InvTexRes * vec2( c[1], c[3]); color += texture2D(u_TextureMap, tc);
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@ -6,7 +6,7 @@ varying vec2 var_ScreenTex;
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//float gauss[8] = float[8](0.17, 0.17, 0.16, 0.14, 0.12, 0.1, 0.08, 0.06);
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//float gauss[8] = float[8](0.17, 0.17, 0.16, 0.14, 0.12, 0.1, 0.08, 0.06);
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//float gauss[5] = float[5](0.30, 0.23, 0.097, 0.024, 0.0033);
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//float gauss[5] = float[5](0.30, 0.23, 0.097, 0.024, 0.0033);
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float gauss[4] = float[4](0.40, 0.24, 0.054, 0.0044);
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//float gauss[4] = float[4](0.40, 0.24, 0.054, 0.0044);
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//float gauss[3] = float[3](0.60, 0.19, 0.0066);
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//float gauss[3] = float[3](0.60, 0.19, 0.0066);
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#define BLUR_SIZE 4
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#define BLUR_SIZE 4
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@ -22,6 +22,12 @@ float getLinearDepth(sampler2D depthMap, const vec2 tex, const float zFarDivZNea
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vec4 depthGaussian1D(sampler2D imageMap, sampler2D depthMap, vec2 tex, float zFarDivZNear, float zFar, vec2 scale)
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vec4 depthGaussian1D(sampler2D imageMap, sampler2D depthMap, vec2 tex, float zFarDivZNear, float zFar, vec2 scale)
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{
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{
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float gauss[4];
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gauss[0] = 0.40;
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gauss[1] = 0.24;
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gauss[2] = 0.054;
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gauss[3] = 0.0044;
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#if defined(USE_DEPTH)
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#if defined(USE_DEPTH)
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float depthCenter = getLinearDepth(depthMap, tex, zFarDivZNear);
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float depthCenter = getLinearDepth(depthMap, tex, zFarDivZNear);
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@ -4,6 +4,7 @@ uniform vec4 u_ViewInfo; // zfar / znear, zfar, 1/width, 1/height
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varying vec2 var_ScreenTex;
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varying vec2 var_ScreenTex;
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#if 0
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vec2 poissonDisc[9] = vec2[9](
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vec2 poissonDisc[9] = vec2[9](
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vec2(-0.7055767, 0.196515), vec2(0.3524343, -0.7791386),
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vec2(-0.7055767, 0.196515), vec2(0.3524343, -0.7791386),
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vec2(0.2391056, 0.9189604), vec2(-0.07580382, -0.09224417),
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vec2(0.2391056, 0.9189604), vec2(-0.07580382, -0.09224417),
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@ -11,6 +12,8 @@ vec2(0.5784913, -0.002528916), vec2(0.192888, 0.4064181),
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vec2(-0.6335801, -0.5247476), vec2(-0.5579782, 0.7491854),
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vec2(-0.6335801, -0.5247476), vec2(-0.5579782, 0.7491854),
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vec2(0.7320465, 0.6317794)
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vec2(0.7320465, 0.6317794)
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);
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);
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#endif
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#define NUM_SAMPLES 3
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#define NUM_SAMPLES 3
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// Input: It uses texture coords as the random number seed.
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// Input: It uses texture coords as the random number seed.
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@ -46,6 +49,18 @@ float getLinearDepth(sampler2D depthMap, const vec2 tex, const float zFarDivZNea
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float ambientOcclusion(sampler2D depthMap, const vec2 tex, const float zFarDivZNear, const float zFar, const vec2 scale)
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float ambientOcclusion(sampler2D depthMap, const vec2 tex, const float zFarDivZNear, const float zFar, const vec2 scale)
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{
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{
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vec2 poissonDisc[9];
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poissonDisc[0] = vec2(-0.7055767, 0.196515);
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poissonDisc[1] = vec2(0.3524343, -0.7791386);
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poissonDisc[2] = vec2(0.2391056, 0.9189604);
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poissonDisc[3] = vec2(-0.07580382, -0.09224417);
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poissonDisc[4] = vec2(0.5784913, -0.002528916);
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poissonDisc[5] = vec2(0.192888, 0.4064181);
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poissonDisc[6] = vec2(-0.6335801, -0.5247476);
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poissonDisc[7] = vec2(-0.5579782, 0.7491854);
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poissonDisc[8] = vec2(0.7320465, 0.6317794);
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float result = 0;
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float result = 0;
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float sampleZ = getLinearDepth(depthMap, tex, zFarDivZNear);
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float sampleZ = getLinearDepth(depthMap, tex, zFarDivZNear);
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