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authorClément Foucault <foucault.clem@gmail.com>2017-03-28 01:05:41 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-03-28 01:05:41 +0300
commit21d0f719633d9cf92ca98773ca2931deec3a198b (patch)
tree5af355656197ad5ba81061b03bd75afb4730ee87
parent64359838765db71f4c94e2f5b995630bc0a28b50 (diff)
New Outline: Fix ATI compile error.
-rw-r--r--source/blender/draw/modes/shaders/object_outline_detect_frag.glsl16
-rw-r--r--source/blender/draw/modes/shaders/object_outline_expand_frag.glsl12
2 files changed, 14 insertions, 14 deletions
diff --git a/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl b/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl
index 199b763e667..5565a0f1e09 100644
--- a/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl
+++ b/source/blender/draw/modes/shaders/object_outline_detect_frag.glsl
@@ -10,16 +10,16 @@ uniform sampler2D sceneDepth;
uniform float alphaOcclu;
uniform vec2 viewportSize;
-void search_outline(ivec2 uv, ivec2 offset, vec4 ref_col, inout bool ref_occlu, inout bool outline)
+void search_outline(ivec2 uv, vec4 ref_col, inout bool ref_occlu, inout bool outline)
{
if (!outline) {
- vec4 color = texelFetchOffset(outlineColor, uv, 0, offset).rgba;
+ vec4 color = texelFetch(outlineColor, uv, 0).rgba;
if (color != ref_col) {
outline = true;
}
else {
- float depth = texelFetchOffset(outlineDepth, uv, 0, offset).r;
- float scene_depth = texelFetchOffset(sceneDepth, uv, 0, offset).r;
+ float depth = texelFetch(outlineDepth, uv, 0).r;
+ float scene_depth = texelFetch(sceneDepth, uv, 0).r;
bool occlu = (depth > scene_depth);
if (occlu != ref_occlu && !ref_occlu) {
@@ -42,10 +42,10 @@ void main()
bool outline = false;
- search_outline(uv, ivec2( 1, 0), ref_col, ref_occlu, outline);
- search_outline(uv, ivec2( 0, 1), ref_col, ref_occlu, outline);
- search_outline(uv, ivec2(-1, 0), ref_col, ref_occlu, outline);
- search_outline(uv, ivec2( 0, -1), ref_col, ref_occlu, outline);
+ search_outline(uv + ivec2( 1, 0), ref_col, ref_occlu, outline);
+ search_outline(uv + ivec2( 0, 1), ref_col, ref_occlu, outline);
+ search_outline(uv + ivec2(-1, 0), ref_col, ref_occlu, outline);
+ search_outline(uv + ivec2( 0, -1), ref_col, ref_occlu, outline);
FragColor = ref_col;
diff --git a/source/blender/draw/modes/shaders/object_outline_expand_frag.glsl b/source/blender/draw/modes/shaders/object_outline_expand_frag.glsl
index b57c4f5ea0e..e0568d1157a 100644
--- a/source/blender/draw/modes/shaders/object_outline_expand_frag.glsl
+++ b/source/blender/draw/modes/shaders/object_outline_expand_frag.glsl
@@ -9,10 +9,10 @@ uniform sampler2D outlineDepth;
uniform float alpha;
uniform bool doExpand;
-void search_outline(ivec2 uv, ivec2 offset, inout bool found_edge)
+void search_outline(ivec2 uv, inout bool found_edge)
{
if (!found_edge) {
- vec4 color = texelFetchOffset(outlineColor, uv, 0, offset).rgba;
+ vec4 color = texelFetch(outlineColor, uv, 0).rgba;
if (color.a != 0.0) {
if (doExpand || color.a != 1.0) {
FragColor = color;
@@ -32,10 +32,10 @@ void main()
return;
bool found_edge = false;
- search_outline(uv, ivec2( 1, 0), found_edge);
- search_outline(uv, ivec2( 0, 1), found_edge);
- search_outline(uv, ivec2(-1, 0), found_edge);
- search_outline(uv, ivec2( 0, -1), found_edge);
+ search_outline(uv + ivec2( 1, 0), found_edge);
+ search_outline(uv + ivec2( 0, 1), found_edge);
+ search_outline(uv + ivec2(-1, 0), found_edge);
+ search_outline(uv + ivec2( 0, -1), found_edge);
/* We Hit something ! */
if (found_edge) {