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authorSven Gothel <[email protected]>2014-03-25 16:39:18 +0100
committerSven Gothel <[email protected]>2014-03-25 16:39:18 +0100
commitb078f74cc707e7fc962efde08ab5d9cc6667e27c (patch)
tree45bf4859811d1be08a027ce0199d0e2ca6a6c6f2 /src/jogl/classes/jogamp/graph/curve
parentec5724493bb9398134553a7354e08497e778a9cb (diff)
Bug 801: Graph OpenGL ES2 and ES3 Compatibility
- Remove 'const' qualifier in shader graph code for non 'absolute' const values - Use extension directive OES_standard_derivatives only for ES2.0, not ES3.0 (graph shader) - Compare float w/ float literals, not int literals! - Android Demo NEWTGraphUI2pActivity: - Is a VBAA example, hence disable scene MSAA!
Diffstat (limited to 'src/jogl/classes/jogamp/graph/curve')
-rw-r--r--src/jogl/classes/jogamp/graph/curve/opengl/RegionRendererImpl01.java2
-rw-r--r--src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-2pass_msaa-weight.fp2
-rw-r--r--src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-2pass_msaa.fp2
-rw-r--r--src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-2pass_vbaa-weight.fp2
-rw-r--r--src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-2pass_vbaa.fp2
-rw-r--r--src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-lineAA.glsl14
-rw-r--r--src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-simple.glsl10
-rw-r--r--src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-simple.orig.glsl8
-rw-r--r--src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-weight.glsl18
-rw-r--r--src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_allsamples_equal.glsl15
-rw-r--r--src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_allsamples_prop01.glsl22
-rw-r--r--src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_flipquad.glsl26
-rw-r--r--src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_flipquad2.glsl22
-rw-r--r--src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_flipquad3.glsl26
-rw-r--r--src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_fxaa3.glsl46
-rw-r--r--src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_poles_bilin1.glsl22
-rw-r--r--src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_poles_equalweight.glsl18
-rw-r--r--src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_poles_propweight1.glsl22
-rw-r--r--src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_quincunx.glsl12
-rw-r--r--src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_rgss.glsl12
-rw-r--r--src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01.vp2
21 files changed, 152 insertions, 153 deletions
diff --git a/src/jogl/classes/jogamp/graph/curve/opengl/RegionRendererImpl01.java b/src/jogl/classes/jogamp/graph/curve/opengl/RegionRendererImpl01.java
index 1288910fb..9a5ed62d8 100644
--- a/src/jogl/classes/jogamp/graph/curve/opengl/RegionRendererImpl01.java
+++ b/src/jogl/classes/jogamp/graph/curve/opengl/RegionRendererImpl01.java
@@ -69,7 +69,7 @@ public class RegionRendererImpl01 extends RegionRenderer {
rsVp.defaultShaderCustomization(gl, true, true);
// rsFp.defaultShaderCustomization(gl, true, true);
int pos = rsFp.addGLSLVersion(gl);
- if( gl.isGLES() ) {
+ if( gl.isGLES2() && ! gl.isGLES3() ) {
pos = rsFp.insertShaderSource(0, pos, ShaderCode.createExtensionDirective(GLExtensions.OES_standard_derivatives, ShaderCode.ENABLE));
}
final String rsFpDefPrecision = getFragmentShaderPrecision(gl);
diff --git a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-2pass_msaa-weight.fp b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-2pass_msaa-weight.fp
index 0d49c2a7f..fba66c398 100644
--- a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-2pass_msaa-weight.fp
+++ b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-2pass_msaa-weight.fp
@@ -22,7 +22,7 @@ void main (void)
vec3 color;
float alpha;
- if( 0 < gcu_TextureSize.z ) {
+ if( 0.0 < gcu_TextureSize.z ) {
// Pass-2: Dump Texture
vec4 t = texture2D(gcu_TextureUnit, gcv_TexCoord.st);
#if 0
diff --git a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-2pass_msaa.fp b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-2pass_msaa.fp
index b78e11585..e573bb347 100644
--- a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-2pass_msaa.fp
+++ b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-2pass_msaa.fp
@@ -22,7 +22,7 @@ void main (void)
vec3 color;
float alpha;
- if( 0 < gcu_TextureSize.z ) {
+ if( 0.0 < gcu_TextureSize.z ) {
// Pass-2: Dump Texture
vec4 t = texture2D(gcu_TextureUnit, gcv_TexCoord.st);
#if 0
diff --git a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-2pass_vbaa-weight.fp b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-2pass_vbaa-weight.fp
index 795215285..cca67a219 100644
--- a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-2pass_vbaa-weight.fp
+++ b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-2pass_vbaa-weight.fp
@@ -26,7 +26,7 @@ void main (void)
// Note: gcu_Alpha is multiplied in pass2!
- if( 0 < gcu_TextureSize.z ) {
+ if( 0.0 < gcu_TextureSize.z ) {
// Quality: allsamples > [flipquad,rgss, quincunx] > poles
#include curverenderer01-pass2-vbaa_allsamples_equal.glsl
diff --git a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-2pass_vbaa.fp b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-2pass_vbaa.fp
index e303f5c1b..e4dca15cb 100644
--- a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-2pass_vbaa.fp
+++ b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-2pass_vbaa.fp
@@ -26,7 +26,7 @@ void main (void)
// Note: gcu_Alpha is multiplied in pass2!
- if( 0 < gcu_TextureSize.z ) {
+ if( 0.0 < gcu_TextureSize.z ) {
// Quality: allsamples > [flipquad,rgss, quincunx] > poles
#include curverenderer01-pass2-vbaa_allsamples_equal.glsl
diff --git a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-lineAA.glsl b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-lineAA.glsl
index 16dda5947..770ab3d71 100644
--- a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-lineAA.glsl
+++ b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-lineAA.glsl
@@ -3,13 +3,13 @@
if( gcv_TexCoord.z > 0.0 ) {
// pass-1: AA Lines
#if 1
- // const float dist = sqrt( gcv_TexCoord.x*gcv_TexCoord.x + gcv_TexCoord.y*gcv_TexCoord.y ); // magnitude
- const float dist = sqrt( gcv_TexCoord.y*gcv_TexCoord.y ); // magnitude
- // const float a = 1.0 - smoothstep (gcv_TexCoord.y-gcv_TexCoord.z, gcv_TexCoord.y, dist);
- const float r = gcv_TexCoord.x/3.0;
- const float wa = gcv_TexCoord.x+r;
- const float waHalf = wa/2.0;
- const float a = 1.0 - smoothstep (waHalf-2.0*r, waHalf, dist);
+ // float dist = sqrt( gcv_TexCoord.x*gcv_TexCoord.x + gcv_TexCoord.y*gcv_TexCoord.y ); // magnitude
+ float dist = sqrt( gcv_TexCoord.y*gcv_TexCoord.y ); // magnitude
+ // float a = 1.0 - smoothstep (gcv_TexCoord.y-gcv_TexCoord.z, gcv_TexCoord.y, dist);
+ float r = gcv_TexCoord.x/3.0;
+ float wa = gcv_TexCoord.x+r;
+ float waHalf = wa/2.0;
+ float a = 1.0 - smoothstep (waHalf-2.0*r, waHalf, dist);
color = vec3(0, 0, 1.0); // gcu_ColorStatic.rgb;
alpha = a;
#else
diff --git a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-simple.glsl b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-simple.glsl
index df53db686..cfa1b9000 100644
--- a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-simple.glsl
+++ b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-simple.glsl
@@ -6,13 +6,13 @@
alpha = 1.0;
} else {
// pass-1: curves
- const vec2 rtex = vec2( abs(gcv_TexCoord.x), abs(gcv_TexCoord.y) - 0.1 );
+ vec2 rtex = vec2( abs(gcv_TexCoord.x), abs(gcv_TexCoord.y) - 0.1 );
- const vec2 dtx = dFdx(rtex);
- const vec2 dty = dFdy(rtex);
+ vec2 dtx = dFdx(rtex);
+ vec2 dty = dFdy(rtex);
- const vec2 f = vec2((dtx.y - dtx.x + 2.0*rtex.x*dtx.x), (dty.y - dty.x + 2.0*rtex.x*dty.x));
- const float position = rtex.y - (rtex.x * (1.0 - rtex.x));
+ vec2 f = vec2((dtx.y - dtx.x + 2.0*rtex.x*dtx.x), (dty.y - dty.x + 2.0*rtex.x*dty.x));
+ float position = rtex.y - (rtex.x * (1.0 - rtex.x));
// color = vec3(1.0, 0, 0);
color = gcu_ColorStatic.rgb;
diff --git a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-simple.orig.glsl b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-simple.orig.glsl
index 325ddee01..f73f24f12 100644
--- a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-simple.orig.glsl
+++ b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-simple.orig.glsl
@@ -16,11 +16,11 @@
} else {
rtex.y = max(rtex.y, 0.0); // always >= 0
- const vec2 dtx = dFdx(rtex);
- const vec2 dty = dFdy(rtex);
+ vec2 dtx = dFdx(rtex);
+ vec2 dty = dFdy(rtex);
- const vec2 f = vec2((dtx.y - dtx.x + 2.0*rtex.x*dtx.x), (dty.y - dty.x + 2.0*rtex.x*dty.x));
- const float position = rtex.y - (rtex.x * (1.0 - rtex.x));
+ vec2 f = vec2((dtx.y - dtx.x + 2.0*rtex.x*dtx.x), (dty.y - dty.x + 2.0*rtex.x*dty.x));
+ float position = rtex.y - (rtex.x * (1.0 - rtex.x));
color = gcu_ColorStatic.rgb;
alpha = clamp(0.5 - ( position/length(f) ) * sign(gcv_TexCoord.y), 0.0, 1.0);
diff --git a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-weight.glsl b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-weight.glsl
index a489949b4..21e44a23f 100644
--- a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-weight.glsl
+++ b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass1-curve-weight.glsl
@@ -5,19 +5,19 @@
alpha = 1.0;
} else {
// pass-1: curves
- const vec2 rtex = vec2( abs(gcv_TexCoord.x), abs(gcv_TexCoord.y) - 0.1 );
+ vec2 rtex = vec2( abs(gcv_TexCoord.x), abs(gcv_TexCoord.y) - 0.1 );
- const vec2 dtx = dFdx(rtex);
- const vec2 dty = dFdy(rtex);
+ vec2 dtx = dFdx(rtex);
+ vec2 dty = dFdy(rtex);
- const float w = gcu_Weight;
- const float pd = ((2.0 - (2.0*w))*rtex.x*rtex.x) + 2.0*(w-1.0)*rtex.x + 1.0;
- const float position = rtex.y - ((w*rtex.x*(1.0 - rtex.x))/pd);
+ float w = gcu_Weight;
+ float pd = ((2.0 - (2.0*w))*rtex.x*rtex.x) + 2.0*(w-1.0)*rtex.x + 1.0;
+ float position = rtex.y - ((w*rtex.x*(1.0 - rtex.x))/pd);
- const float aph = 2.0 - 2.0*w;
+ float aph = 2.0 - 2.0*w;
- const float gd = (aph*rtex.x*rtex.x + 2.0*rtex.x + 1.0)*(aph*rtex.x*rtex.x + 2.0*rtex.x + 1.0);
- const vec2 f = vec2((dtx.y - (w*dtx.x*(1.0 - 2.0*rtex.x))/gd), (dty.y - (w*dty.x*(1.0 - 2.0*rtex.x))/gd));
+ float gd = (aph*rtex.x*rtex.x + 2.0*rtex.x + 1.0)*(aph*rtex.x*rtex.x + 2.0*rtex.x + 1.0);
+ vec2 f = vec2((dtx.y - (w*dtx.x*(1.0 - 2.0*rtex.x))/gd), (dty.y - (w*dty.x*(1.0 - 2.0*rtex.x))/gd));
color = gcu_ColorStatic.rgb;
alpha = clamp(0.5 - ( position/length(f) ) * sign(gcv_TexCoord.y), 0.0, 1.0);
diff --git a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_allsamples_equal.glsl b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_allsamples_equal.glsl
index 068341b25..1d2451755 100644
--- a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_allsamples_equal.glsl
+++ b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_allsamples_equal.glsl
@@ -1,15 +1,14 @@
// Pass-2: AA on Texture
// Note: gcv_TexCoord is in center of sample pixels.
- const float sampleCount = gcu_TextureSize.z;
- const vec2 psize = 1.0 / gcu_TextureSize.xy; // pixel size
+ float sampleCount = gcu_TextureSize.z;
+ vec2 psize = 1.0 / gcu_TextureSize.xy; // pixel size
// Not only the poles (NW, SW, ..) but the whole edge!
- const float sample_weight = 1 / ( sampleCount * sampleCount );
+ float sample_weight = 1.0 / ( sampleCount * sampleCount );
// const vec4 tex_weights = vec4(0.075, 0.06, 0.045, 0.025);
-
- const vec2 texCoord = gcv_TexCoord.st;
+ vec2 texCoord = gcv_TexCoord.st;
vec4 t;
@@ -18,7 +17,7 @@
t += texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-0.5, 0.5)))*sample_weight; // SW
t += texture2D(gcu_TextureUnit, texCoord + psize*(vec2( 0.5, 0.5)))*sample_weight; // SE
t += texture2D(gcu_TextureUnit, texCoord + psize*(vec2( 0.5, -0.5)))*sample_weight; // NE
- if( sampleCount > 2 ) {
+ if( sampleCount > 2.0 ) {
// SampleCount 4 -> +12x = 16p
t += texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-1.5, -1.5)))*sample_weight; // NW -> SW Edge
t += texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-1.5, -0.5)))*sample_weight;
@@ -33,7 +32,7 @@
t += texture2D(gcu_TextureUnit, texCoord + psize*(vec2( 0.5, -1.5)))*sample_weight; //
t += texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-0.5, -1.5)))*sample_weight; // NW - 1 (closed)
- if( sampleCount > 4 ) {
+ if( sampleCount > 4.0 ) {
// SampleCount 6 -> +20x = 36p
t += texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-2.5, -2.5)))*sample_weight; // NW -> SW Edge
t += texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-2.5, -1.5)))*sample_weight;
@@ -55,7 +54,7 @@
t += texture2D(gcu_TextureUnit, texCoord + psize*(vec2( 0.5, -2.5)))*sample_weight;
t += texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-0.5, -2.5)))*sample_weight;
t += texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-1.5, -2.5)))*sample_weight; // NW - 1 (closed)
- if( sampleCount > 6 ) {
+ if( sampleCount > 6.0 ) {
// SampleCount 8 -> +28x = 64p
t += texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-3.5, -3.5)))*sample_weight; // NW -> SW Edge
t += texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-3.5, -2.5)))*sample_weight;
diff --git a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_allsamples_prop01.glsl b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_allsamples_prop01.glsl
index 76227eba3..79c89a444 100644
--- a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_allsamples_prop01.glsl
+++ b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_allsamples_prop01.glsl
@@ -1,31 +1,31 @@
// Pass-2: AA on Texture
// Note: gcv_TexCoord is in center of sample pixels.
- const float sampleCount = gcu_TextureSize.z;
- const vec2 psize = 1.0 / gcu_TextureSize.xy; // pixel size
+ float sampleCount = gcu_TextureSize.z;
+ vec2 psize = 1.0 / gcu_TextureSize.xy; // pixel size
// Not only the poles (NW, SW, ..) but the whole edge!
- const float pixelCount = sampleCount * sampleCount;
+ float pixelCount = sampleCount * sampleCount;
// sampleCount [0, 1, 3, 5, 7] are undefined!
- const float layerCount = ( sampleCount / 2.0 );
+ float layerCount = ( sampleCount / 2.0 );
// sum of all integer [layerCount .. 1] -> Gauss
- const float denom = ( layerCount / 2.0 ) * ( layerCount + 1.0 );
+ float denom = ( layerCount / 2.0 ) * ( layerCount + 1.0 );
- const vec2 texCoord = gcv_TexCoord.st;
+ vec2 texCoord = gcv_TexCoord.st;
- vec4 t = vec4(0);
+ vec4 t;
// Layer-1: SampleCount 2 -> 4x
- t += texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-0.5, -0.5))); // NW
+ t = texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-0.5, -0.5))); // NW
t += texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-0.5, 0.5))); // SW
t += texture2D(gcu_TextureUnit, texCoord + psize*(vec2( 0.5, 0.5))); // SE
t += texture2D(gcu_TextureUnit, texCoord + psize*(vec2( 0.5, -0.5))); // NE
t *= (layerCount - 0.0) / ( denom * 4.0 ); // weight layer 1
- if( sampleCount > 2 ) {
+ if( sampleCount > 2.0 ) {
// Layer-2: SampleCount 4 -> +12x = 16p
vec4 tn = vec4(0);
tn = texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-1.5, -1.5))); // NW -> SW Edge
@@ -43,7 +43,7 @@
t += tn * (layerCount - 1) / ( denom * 12.0 ); // weight layer 2
- if( sampleCount > 4 ) {
+ if( sampleCount > 4.0 ) {
// Layer-3: SampleCount 6 -> +20x = 36p
tn = texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-2.5, -2.5))); // NW -> SW Edge
tn += texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-2.5, -1.5)));
@@ -68,7 +68,7 @@
t += tn * (layerCount - 2) / ( denom * 20.0 ); // weight layer 3
- if( sampleCount > 6 ) {
+ if( sampleCount > 6.0 ) {
// Layer-4: SampleCount 8 -> +28x = 64p
tn = texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-3.5, -3.5))); // NW -> SW Edge
tn += texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-3.5, -2.5)));
diff --git a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_flipquad.glsl b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_flipquad.glsl
index 1ee29de77..b5c1494f8 100644
--- a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_flipquad.glsl
+++ b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_flipquad.glsl
@@ -2,29 +2,29 @@
// Pass-2: AA on Texture
// Note: gcv_TexCoord is in center of sample pixels, origin is bottom left!
- const float sampleCount = gcu_TextureSize.z;
- const vec2 psize = 1.0 / gcu_TextureSize.xy; // pixel size
+ float sampleCount = gcu_TextureSize.z;
+ vec2 psize = 1.0 / gcu_TextureSize.xy; // pixel size
// Just poles (NW, SW, ..)
- const float edge1H = sampleCount / 2.0;
- const float edge1T = sampleCount / 3.0;
- const float edgeTH = edge1H-edge1T;
+ float edge1H = sampleCount / 2.0;
+ float edge1T = sampleCount / 3.0;
+ float edgeTH = edge1H-edge1T;
- const vec2 normFragCoord = gl_FragCoord.xy - vec2(0.5, 0.5); // normalize center 0.5/0.5 -> 0/0
- const vec2 modPos = mod(normFragCoord, 2.0);
- const float orient = mod(modPos.x + modPos.y, 2.0); // mirrored on all odd columns, alternating each row (checker-board pattern)
+ vec2 normFragCoord = gl_FragCoord.xy - vec2(0.5, 0.5); // normalize center 0.5/0.5 -> 0/0
+ vec2 modPos = mod(normFragCoord, 2.0);
+ float orient = mod(modPos.x + modPos.y, 2.0); // mirrored on all odd columns, alternating each row (checker-board pattern)
- const vec2 texCoord = gcv_TexCoord.st;
- vec4 t = vec4(0);
+ vec2 texCoord = gcv_TexCoord.st;
+ vec4 t;
- if( 0 == orient ) {
+ if( 0.0 == orient ) {
// SWIPE LEFT -> RIGHT
- t += GetSample(gcu_TextureUnit, texCoord, psize, -edge1H, edgeTH, 0.0, 0.0)*0.25; // upper-left [p1]
+ t = GetSample(gcu_TextureUnit, texCoord, psize, -edge1H, edgeTH, 0.0, 0.0)*0.25; // upper-left [p1]
t += GetSample(gcu_TextureUnit, texCoord, psize, -edgeTH, -edge1H, 0.0, 0.0)*0.25; // lower-left [p3]
t += GetSample(gcu_TextureUnit, texCoord, psize, edgeTH, edge1H, 0.0, 0.0)*0.25; // upper-right [p2]
t += GetSample(gcu_TextureUnit, texCoord, psize, edge1H, -edgeTH, 0.0, 0.0)*0.25; // lower-right [p4]
} else {
- t += GetSample(gcu_TextureUnit, texCoord, psize, -edge1H, -edgeTH, 0.0, 0.0)*0.25; // lower-left [p4]
+ t = GetSample(gcu_TextureUnit, texCoord, psize, -edge1H, -edgeTH, 0.0, 0.0)*0.25; // lower-left [p4]
t += GetSample(gcu_TextureUnit, texCoord, psize, -edgeTH, edge1H, 0.0, 0.0)*0.25; // upper-left [p3]
t += GetSample(gcu_TextureUnit, texCoord, psize, edgeTH, -edge1H, 0.0, 0.0)*0.25; // lower-right [p2]
t += GetSample(gcu_TextureUnit, texCoord, psize, edge1H, edgeTH, 0.0, 0.0)*0.25; // upper-right [p1]
diff --git a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_flipquad2.glsl b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_flipquad2.glsl
index 279269ed6..98812861d 100644
--- a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_flipquad2.glsl
+++ b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_flipquad2.glsl
@@ -4,28 +4,28 @@
//
// Same as flipquad - but w/ rgss coordinates
- const float sampleCount = gcu_TextureSize.z;
- const vec2 psize = 1.0 / gcu_TextureSize.xy; // pixel size
+ float sampleCount = gcu_TextureSize.z;
+ vec2 psize = 1.0 / gcu_TextureSize.xy; // pixel size
- const vec2 normFragCoord = gl_FragCoord.xy - vec2(0.5, 0.5); // normalize center 0.5/0.5 -> 0/0
- const vec2 modPos = mod(normFragCoord, 2.0);
- const float orient = mod(modPos.x + modPos.y, 2.0); // mirrored on all odd columns, alternating each row (checker-board pattern)
+ vec2 normFragCoord = gl_FragCoord.xy - vec2(0.5, 0.5); // normalize center 0.5/0.5 -> 0/0
+ vec2 modPos = mod(normFragCoord, 2.0);
+ float orient = mod(modPos.x + modPos.y, 2.0); // mirrored on all odd columns, alternating each row (checker-board pattern)
- const vec2 texCoord = gcv_TexCoord.st;
- const float edge1Q = ( sampleCount / 2.0 ) - 1.0;
+ vec2 texCoord = gcv_TexCoord.st;
+ float edge1Q = ( sampleCount / 2.0 ) - 1.0;
- vec4 t = vec4(0);
+ vec4 t;
// #define GetSample(texUnit, texCoord, psize, cx, cy, offX, offY) texture2D(texUnit, texCoord + psize * vec2(cx+offX, cy+offY))
- if( 0 == orient ) {
+ if( 0.0 == orient ) {
// SWIPE LEFT -> RIGHT
- t += GetSample(gcu_TextureUnit, texCoord, psize, -edge1Q, 0.0, -0.5, 0.5)*0.25; // upper-left [p1]
+ t = GetSample(gcu_TextureUnit, texCoord, psize, -edge1Q, 0.0, -0.5, 0.5)*0.25; // upper-left [p1]
t += GetSample(gcu_TextureUnit, texCoord, psize, 0.0, -edge1Q, -0.5, -0.5)*0.25; // lower-left [p3]
t += GetSample(gcu_TextureUnit, texCoord, psize, 0.0, edge1Q, 0.5, 0.5)*0.25; // upper-right [p2]
t += GetSample(gcu_TextureUnit, texCoord, psize, edge1Q, 0.0, 0.5, -0.5)*0.25; // lower-right [p4]
} else {
- t += GetSample(gcu_TextureUnit, texCoord, psize, -edge1Q, 0.0, -0.5, -0.5)*0.25; // lower-left [p4]
+ t = GetSample(gcu_TextureUnit, texCoord, psize, -edge1Q, 0.0, -0.5, -0.5)*0.25; // lower-left [p4]
t += GetSample(gcu_TextureUnit, texCoord, psize, 0.0, edge1Q, -0.5, 0.5)*0.25; // upper-left [p3]
t += GetSample(gcu_TextureUnit, texCoord, psize, 0.0, -edge1Q, 0.5, -0.5)*0.25; // lower-right [p2]
t += GetSample(gcu_TextureUnit, texCoord, psize, edge1Q, 0.0, 0.5, 0.5)*0.25; // upper-right [p1]
diff --git a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_flipquad3.glsl b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_flipquad3.glsl
index 2882db4de..edfbd9deb 100644
--- a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_flipquad3.glsl
+++ b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_flipquad3.glsl
@@ -4,35 +4,35 @@
//
// Same as flipquad - but w/ rgss coordinates
- const float sampleCount = gcu_TextureSize.z;
- const vec2 psize = 1.0 / gcu_TextureSize.xy; // pixel size
+ float sampleCount = gcu_TextureSize.z;
+ vec2 psize = 1.0 / gcu_TextureSize.xy; // pixel size
- const vec2 normFragCoord = gl_FragCoord.xy - vec2(0.5, 0.5); // normalize center 0.5/0.5 -> 0/0
- const vec2 modPos = mod(normFragCoord, 2.0);
- const float orient = mod(modPos.x + modPos.y, 2.0); // mirrored on all odd columns, alternating each row (checker-board pattern)
+ vec2 normFragCoord = gl_FragCoord.xy - vec2(0.5, 0.5); // normalize center 0.5/0.5 -> 0/0
+ vec2 modPos = mod(normFragCoord, 2.0);
+ float orient = mod(modPos.x + modPos.y, 2.0); // mirrored on all odd columns, alternating each row (checker-board pattern)
- const vec2 texCoord = gcv_TexCoord.st;
+ vec2 texCoord = gcv_TexCoord.st;
vec4 t;
// #define GetSample(texUnit, texCoord, psize, cx, cy, offX, offY) texture2D(texUnit, texCoord + psize * vec2(cx+offX, cy+offY))
- if( 1 == sampleCount ) {
+ if( 1.0 == sampleCount ) {
t = texture2D(gcu_TextureUnit, texCoord);
- } else if( 4 > sampleCount ) {
+ } else if( 4.0 > sampleCount ) {
// SampleCount 2 -> 2p
const float weight = 1.0 / 2.0;
- const float edge = ( sampleCount / 2.0 ) - 1.0;
+ float edge = ( sampleCount / 2.0 ) - 1.0;
t = GetSample(gcu_TextureUnit, texCoord, psize, -edge, edge, -0.5, 0.5)*weight; // center
t += GetSample(gcu_TextureUnit, texCoord, psize, edge, -edge, 0.5, -0.5)*weight; // center
- } else if( 8 > sampleCount ) {
+ } else if( 8.0 > sampleCount ) {
// SampleCount 4 -> 4p
const float weight = 1.0 / 4.0;
- const float edgeS4_1Q = ( sampleCount / 2.0 ) - 1.0;
+ float edgeS4_1Q = ( sampleCount / 2.0 ) - 1.0;
- if( 0 == orient ) {
+ if( 0.0 == orient ) {
// SWIPE LEFT -> RIGHT
t = GetSample(gcu_TextureUnit, texCoord, psize, -edgeS4_1Q, 0.0, -0.5, 0.5)*weight; // upper-left [p1]
t += GetSample(gcu_TextureUnit, texCoord, psize, 0.0, -edgeS4_1Q, -0.5, -0.5)*weight; // lower-left [p3]
@@ -49,7 +49,7 @@
const float weight = 1.0 / 16.0;
const float edgeS4_1Q = 1.0;
- if( 0 == orient ) {
+ if( 0.0 == orient ) {
// SWIPE LEFT -> RIGHT
t = GetSample(gcu_TextureUnit, texCoord, psize, -edgeS4_1Q, 0.0, -2.0-0.5, -2.0+0.5)*weight; // upper-left [p1]
t += GetSample(gcu_TextureUnit, texCoord, psize, 0.0, -edgeS4_1Q, -2.0-0.5, -2.0-0.5)*weight; // lower-left [p3]
diff --git a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_fxaa3.glsl b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_fxaa3.glsl
index d27d9df12..6a2040577 100644
--- a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_fxaa3.glsl
+++ b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_fxaa3.glsl
@@ -2,46 +2,46 @@
// Pass-2: AA on Texture
// Note: gcv_TexCoord is in center of sample pixels.
- if( gcu_TextureSize.z < 4 ) {
+ if( gcu_TextureSize.z < 4.0 ) {
// FXAA-2
const float FXAA_REDUCE_MIN = (1.0/128.0);
const float FXAA_REDUCE_MUL = (1.0/8.0);
const float FXAA_SPAN_MAX = 8.0;
- const float sampleCount = gcu_TextureSize.z;
+ float sampleCount = gcu_TextureSize.z;
- const vec2 texCoord = gcv_TexCoord.st;
+ vec2 texCoord = gcv_TexCoord.st;
const float poff = 1.0;
- const vec2 psize = 1.0 / texCoord; // pixel size
+ vec2 psize = 1.0 / texCoord; // pixel size
- const vec3 rgbNW = texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-poff, -poff))).rgb;
- const vec3 rgbSW = texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-poff, poff))).rgb;
- const vec3 rgbSE = texture2D(gcu_TextureUnit, texCoord + psize*(vec2( poff, poff))).rgb;
- const vec3 rgbNE = texture2D(gcu_TextureUnit, texCoord + psize*(vec2( poff, -poff))).rgb;
- const vec4 rgbM = texture2D(gcu_TextureUnit, texCoord);
+ vec3 rgbNW = texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-poff, -poff))).rgb;
+ vec3 rgbSW = texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-poff, poff))).rgb;
+ vec3 rgbSE = texture2D(gcu_TextureUnit, texCoord + psize*(vec2( poff, poff))).rgb;
+ vec3 rgbNE = texture2D(gcu_TextureUnit, texCoord + psize*(vec2( poff, -poff))).rgb;
+ vec4 rgbM = texture2D(gcu_TextureUnit, texCoord);
const vec3 luma = vec3(0.299, 0.587, 0.114);
- const float lumaNW = dot(rgbNW, luma);
- const float lumaNE = dot(rgbNE, luma);
- const float lumaSW = dot(rgbSW, luma);
- const float lumaSE = dot(rgbSE, luma);
- const float lumaM = dot(rgbM.rgb, luma);
- const float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
- const float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
+ float lumaNW = dot(rgbNW, luma);
+ float lumaNE = dot(rgbNE, luma);
+ float lumaSW = dot(rgbSW, luma);
+ float lumaSE = dot(rgbSE, luma);
+ float lumaM = dot(rgbM.rgb, luma);
+ float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
+ float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
vec2 dir;
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
- const float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),FXAA_REDUCE_MIN);
- const float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
+ float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),FXAA_REDUCE_MIN);
+ float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
dir = min( vec2( FXAA_SPAN_MAX, FXAA_SPAN_MAX),
max( vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),dir * rcpDirMin) ) * psize;
- const vec3 rgbA = 0.5 * ( texture2D(gcu_TextureUnit, texCoord + dir * (1.0/3.0 - 0.5)).rgb +
- texture2D(gcu_TextureUnit, texCoord + dir * (2.0/3.0 - 0.5)).rgb );
- const vec3 rgbB = rgbA * 0.5 + 0.25 * ( texture2D(gcu_TextureUnit, texCoord + (dir * - 0.5)).rgb +
- texture2D(gcu_TextureUnit, texCoord + (dir * 0.5)).rgb );
- const float lumaB = dot(rgbB, luma);
+ vec3 rgbA = 0.5 * ( texture2D(gcu_TextureUnit, texCoord + dir * (1.0/3.0 - 0.5)).rgb +
+ texture2D(gcu_TextureUnit, texCoord + dir * (2.0/3.0 - 0.5)).rgb );
+ vec3 rgbB = rgbA * 0.5 + 0.25 * ( texture2D(gcu_TextureUnit, texCoord + (dir * - 0.5)).rgb +
+ texture2D(gcu_TextureUnit, texCoord + (dir * 0.5)).rgb );
+ float lumaB = dot(rgbB, luma);
if((lumaB < lumaMin) || (lumaB > lumaMax)) {
color = rgbA;
} else {
diff --git a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_poles_bilin1.glsl b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_poles_bilin1.glsl
index f582ee8a2..08475317e 100644
--- a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_poles_bilin1.glsl
+++ b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_poles_bilin1.glsl
@@ -1,11 +1,11 @@
// Pass-2: AA on Texture
// Note: gcv_TexCoord is in center of sample pixels.
- const vec2 texCoord = gcv_TexCoord.st;
+ vec2 texCoord = gcv_TexCoord.st;
- const float sampleCount = gcu_TextureSize.z;
- const vec2 tsize = gcu_TextureSize.xy; // tex size
- const vec2 psize = 1.0 / gcu_TextureSize.xy; // pixel size
+ float sampleCount = gcu_TextureSize.z;
+ vec2 tsize = gcu_TextureSize.xy; // tex size
+ vec2 psize = 1.0 / gcu_TextureSize.xy; // pixel size
// mix(x,y,a): x*(1-a) + y*a
//
@@ -17,16 +17,16 @@
//
// so we can use the build in mix function for these 2 computations ;-)
//
- const vec2 uv_ratio = fract(texCoord*tsize); // texCoord*tsize - floor(texCoord*tsize);
+ vec2 uv_ratio = fract(texCoord*tsize); // texCoord*tsize - floor(texCoord*tsize);
// Just poles (NW, SW, ..)
- const float pixelCount = 2 * sampleCount;
+ float pixelCount = 2 * sampleCount;
// sampleCount [0, 1, 3, 5, 7] are undefined!
- const float layerCount = ( sampleCount / 2.0 );
+ float layerCount = ( sampleCount / 2.0 );
// sum of all integer [layerCount .. 1] -> Gauss
- const float denom = ( layerCount / 2.0 ) * ( layerCount + 1.0 );
+ float denom = ( layerCount / 2.0 ) * ( layerCount + 1.0 );
vec4 t, p1, p2, p3, p4;
@@ -42,7 +42,7 @@
t *= (layerCount - 0.0) / ( denom ); // weight layer 1
- if( sampleCount > 2 ) {
+ if( sampleCount > 2.0 ) {
// Layer-2: SampleCount 4 -> +4x = 8p
p1 = texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-1.5, -1.5))); // NW
p2 = texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-1.5, 1.5))); // SW
@@ -54,7 +54,7 @@
p3 = mix ( p1, p2, uv_ratio.y );
t += p3 * (layerCount - 1) / ( denom ); // weight layer 2
- if( sampleCount > 4 ) {
+ if( sampleCount > 4.0 ) {
// Layer-3: SampleCount 6 -> +4 = 12p
p1 = texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-2.5, -2.5))); // NW
p2 = texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-2.5, 2.5))); // SW
@@ -66,7 +66,7 @@
p3 = mix ( p1, p2, uv_ratio.y );
t += p3 * (layerCount - 2) / ( denom ); // weight layer 3
- if( sampleCount > 6 ) {
+ if( sampleCount > 6.0 ) {
// Layer-4: SampleCount 8 -> +4 = 16p
p1 = texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-3.5, -3.5))); // NW
p2 = texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-3.5, 3.5))); // SW
diff --git a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_poles_equalweight.glsl b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_poles_equalweight.glsl
index d1efb1206..a03294034 100644
--- a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_poles_equalweight.glsl
+++ b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_poles_equalweight.glsl
@@ -2,35 +2,35 @@
// Pass-2: AA on Texture
// Note: gcv_TexCoord is in center of sample pixels.
- const float sampleCount = gcu_TextureSize.z;
- const vec2 psize = 1.0 / gcu_TextureSize.xy; // pixel size
+ float sampleCount = gcu_TextureSize.z;
+ vec2 psize = 1.0 / gcu_TextureSize.xy; // pixel size
// Just poles (NW, SW, ..)
- const float sample_weight = 1 / ( 2 * sampleCount );
+ float sample_weight = 1 / ( 2 * sampleCount );
- const vec2 texCoord = gcv_TexCoord.st;
+ vec2 texCoord = gcv_TexCoord.st;
- vec4 t = vec4(0);
+ vec4 t;
// SampleCount 2 -> 4x
- t += texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-0.5, -0.5)))*sample_weight; // NW
+ t = texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-0.5, -0.5)))*sample_weight; // NW
t += texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-0.5, 0.5)))*sample_weight; // SW
t += texture2D(gcu_TextureUnit, texCoord + psize*(vec2( 0.5, 0.5)))*sample_weight; // SE
t += texture2D(gcu_TextureUnit, texCoord + psize*(vec2( 0.5, -0.5)))*sample_weight; // NE
- if( sampleCount > 2 ) {
+ if( sampleCount > 2.0 ) {
// SampleCount 4 -> +4 = 8p
t += texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-1.5, -1.5)))*sample_weight; // NW
t += texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-1.5, 1.5)))*sample_weight; // SW
t += texture2D(gcu_TextureUnit, texCoord + psize*(vec2( 1.5, 1.5)))*sample_weight; // SE
t += texture2D(gcu_TextureUnit, texCoord + psize*(vec2( 1.5, -1.5)))*sample_weight; // NE
- if( sampleCount > 4 ) {
+ if( sampleCount > 4.0 ) {
// SampleCount 6 -> +4 = 12p
t += texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-2.5, -2.5)))*sample_weight; // NW
t += texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-2.5, 2.5)))*sample_weight; // SW
t += texture2D(gcu_TextureUnit, texCoord + psize*(vec2( 2.5, 2.5)))*sample_weight; // SE
t += texture2D(gcu_TextureUnit, texCoord + psize*(vec2( 2.5, -2.5)))*sample_weight; // NE
- if( sampleCount > 6 ) {
+ if( sampleCount > 6.0 ) {
// SampleCount 8 -> +4 = 16p
t += texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-3.5, -3.5)))*sample_weight; // NW
t += texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-3.5, 3.5)))*sample_weight; // SW
diff --git a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_poles_propweight1.glsl b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_poles_propweight1.glsl
index 3459e3da6..d63dda7cc 100644
--- a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_poles_propweight1.glsl
+++ b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_poles_propweight1.glsl
@@ -1,31 +1,31 @@
// Pass-2: AA on Texture
// Note: gcv_TexCoord is in center of sample pixels.
- const float sampleCount = gcu_TextureSize.z;
- const vec2 psize = 1.0 / gcu_TextureSize.xy; // pixel size
+ float sampleCount = gcu_TextureSize.z;
+ vec2 psize = 1.0 / gcu_TextureSize.xy; // pixel size
// Just poles (NW, SW, ..)
- const float pixelCount = 2 * sampleCount;
+ float pixelCount = 2 * sampleCount;
// sampleCount [0, 1, 3, 5, 7] are undefined!
- const float layerCount = ( sampleCount / 2.0 );
+ float layerCount = ( sampleCount / 2.0 );
// sum of all integer [layerCount .. 1] -> Gauss
- const float denom = ( layerCount / 2.0 ) * ( layerCount + 1.0 );
+ float denom = ( layerCount / 2.0 ) * ( layerCount + 1.0 );
- const vec2 texCoord = gcv_TexCoord.st;
+ vec2 texCoord = gcv_TexCoord.st;
- vec4 t = vec4(0);
+ vec4 t;
// Layer-1: SampleCount 2 -> 4x
- t += texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-0.5, -0.5))); // NW
+ t = texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-0.5, -0.5))); // NW
t += texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-0.5, 0.5))); // SW
t += texture2D(gcu_TextureUnit, texCoord + psize*(vec2( 0.5, 0.5))); // SE
t += texture2D(gcu_TextureUnit, texCoord + psize*(vec2( 0.5, -0.5))); // NE
t *= (layerCount - 0.0) / ( denom * 4.0 ); // weight layer 1
- if( sampleCount > 2 ) {
+ if( sampleCount > 2.0 ) {
// Layer-2: SampleCount 4 -> +4x = 8p
vec4 tn = vec4(0);
tn = texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-1.5, -1.5))); // NW
@@ -35,7 +35,7 @@
t += tn * (layerCount - 1) / ( denom * 4.0 ); // weight layer 2
- if( sampleCount > 4 ) {
+ if( sampleCount > 4.0 ) {
// Layer-3: SampleCount 6 -> +4 = 12p
tn = texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-2.5, -2.5))); // NW
tn += texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-2.5, 2.5))); // SW
@@ -44,7 +44,7 @@
t += tn * (layerCount - 2) / ( denom * 4.0 ); // weight layer 3
- if( sampleCount > 6 ) {
+ if( sampleCount > 6.0 ) {
// Layer-4: SampleCount 8 -> +4 = 16p
tn = texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-3.5, -3.5))); // NW
tn += texture2D(gcu_TextureUnit, texCoord + psize*(vec2(-3.5, 3.5))); // SW
diff --git a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_quincunx.glsl b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_quincunx.glsl
index 2fe4faaff..545f1cc82 100644
--- a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_quincunx.glsl
+++ b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_quincunx.glsl
@@ -2,17 +2,17 @@
// Pass-2: AA on Texture
// Note: gcv_TexCoord is in center of sample pixels, origin is bottom left!
- const float sampleCount = gcu_TextureSize.z;
- const vec2 psize = 1.0 / gcu_TextureSize.xy; // pixel size
+ float sampleCount = gcu_TextureSize.z;
+ vec2 psize = 1.0 / gcu_TextureSize.xy; // pixel size
// Just poles (NW, SW, ..)
- const float edgeH = sampleCount / 2.0;
+ float edgeH = sampleCount / 2.0;
- const vec2 texCoord = gcv_TexCoord.st;
+ vec2 texCoord = gcv_TexCoord.st;
- vec4 t = vec4(0);
+ vec4 t;
- t += GetSample(gcu_TextureUnit, texCoord, psize, 0.0, 0.0, 0.0, 0.0)*0.5; // w1 - center
+ t = GetSample(gcu_TextureUnit, texCoord, psize, 0.0, 0.0, 0.0, 0.0)*0.5; // w1 - center
t += GetSample(gcu_TextureUnit, texCoord, psize, -edgeH, -edgeH, 0.0, 0.0)*0.125; // w2 - sharing
t += GetSample(gcu_TextureUnit, texCoord, psize, -edgeH, edgeH, 0.0, 0.0)*0.125; // w3 - edges
t += GetSample(gcu_TextureUnit, texCoord, psize, edgeH, -edgeH, 0.0, 0.0)*0.125; // w4 - w/ all pixels
diff --git a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_rgss.glsl b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_rgss.glsl
index fc847e08f..804ab6013 100644
--- a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_rgss.glsl
+++ b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01-pass2-vbaa_rgss.glsl
@@ -2,15 +2,15 @@
// Pass-2: AA on Texture
// Note: gcv_TexCoord is in center of sample pixels, origin is bottom left!
- const float sampleCount = gcu_TextureSize.z;
- const vec2 psize = 1.0 / gcu_TextureSize.xy; // pixel size
+ float sampleCount = gcu_TextureSize.z;
+ vec2 psize = 1.0 / gcu_TextureSize.xy; // pixel size
- const vec2 texCoord = gcv_TexCoord.st;
- const float edge1Q = ( sampleCount / 2.0 ) - 1.0;
+ vec2 texCoord = gcv_TexCoord.st;
+ float edge1Q = ( sampleCount / 2.0 ) - 1.0;
- vec4 t = vec4(0);
+ vec4 t;
// SWIPE LEFT -> RIGHT
- t += GetSample(gcu_TextureUnit, texCoord, psize, -edge1Q, 0.0, -0.5, 0.5)*0.25; // upper-left [p1]
+ t = GetSample(gcu_TextureUnit, texCoord, psize, -edge1Q, 0.0, -0.5, 0.5)*0.25; // upper-left [p1]
t += GetSample(gcu_TextureUnit, texCoord, psize, 0.0, -edge1Q, -0.5, -0.5)*0.25; // lower-left [p3]
t += GetSample(gcu_TextureUnit, texCoord, psize, 0.0, edge1Q, 0.5, 0.5)*0.25; // upper-right [p2]
t += GetSample(gcu_TextureUnit, texCoord, psize, edge1Q, 0.0, 0.5, -0.5)*0.25; // lower-right [p4]
diff --git a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01.vp b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01.vp
index b3c9ebd35..5ab82ad40 100644
--- a/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01.vp
+++ b/src/jogl/classes/jogamp/graph/curve/opengl/shader/curverenderer01.vp
@@ -14,7 +14,7 @@ void main(void)
// gl_Position = gcu_PMVMatrix[0] * gcu_PMVMatrix[1] * vec4(gca_Vertices, 1);
gl_Position = gcu_PMVMatrix[0] * gcu_PMVMatrix[1] * gca_Vertices;
if( gcv_TexCoord.x <= -10.0 ) {
- // const vec4 tc = gcu_PMVMatrix[0] * gcu_PMVMatrix[1] * vec4(gca_TexCoords.xy, gca_Vertices.z, 1);
+ // vec4 tc = gcu_PMVMatrix[0] * gcu_PMVMatrix[1] * vec4(gca_TexCoords.xy, gca_Vertices.z, 1);
// gcv_TexCoord = vec3(tc.xy, gca_TexCoords.z);
gcv_TexCoord = gca_TexCoords;
} else {