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-rw-r--r--src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/FixedFuncPipeline.java258
-rw-r--r--src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/FixedFuncPoints.fp16
-rw-r--r--src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/FixedFuncPoints.vp25
-rw-r--r--src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/mgl_uniform.glsl3
4 files changed, 241 insertions, 61 deletions
diff --git a/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/FixedFuncPipeline.java b/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/FixedFuncPipeline.java
index 0a3ec4a69..a5ab684b6 100644
--- a/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/FixedFuncPipeline.java
+++ b/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/FixedFuncPipeline.java
@@ -38,8 +38,10 @@ import javax.media.opengl.GL;
import javax.media.opengl.GL2;
import javax.media.opengl.GL2ES1;
import javax.media.opengl.GL2ES2;
+import javax.media.opengl.GL2GL3;
import javax.media.opengl.GLArrayData;
import javax.media.opengl.GLException;
+import javax.media.opengl.GLRunnable2;
import javax.media.opengl.GLUniformData;
import javax.media.opengl.fixedfunc.GLLightingFunc;
import javax.media.opengl.fixedfunc.GLPointerFunc;
@@ -213,6 +215,22 @@ public class FixedFuncPipeline {
// MULTI-TEXTURE
//
+ /** Enables/Disables the named texture unit (if changed), returns previous state */
+ private boolean glEnableTexture(boolean enable, int unit) {
+ final boolean isEnabled = 0 != ( textureEnabledBits & ( 1 << activeTextureUnit ) );
+ if( isEnabled != enable ) {
+ if(enable) {
+ textureEnabledBits |= ( 1 << unit );
+ textureEnabled.put(unit, 1);
+ } else {
+ textureEnabledBits &= ~( 1 << unit );
+ textureEnabled.put(unit, 0);
+ }
+ textureEnabledDirty=true;
+ }
+ return isEnabled;
+ }
+
public void glClientActiveTexture(int textureUnit) {
textureUnit -= GL.GL_TEXTURE0;
if(0 <= textureUnit && textureUnit<MAX_TEXTURE_UNITS) {
@@ -339,38 +357,124 @@ public class FixedFuncPipeline {
// Point Sprites
//
public void glPointSize(float size) {
- pointParams.put(0, size);
+ pointParams1.put(0, size);
+ pointParamsDirty = true;
}
public void glPointParameterf(int pname, float param) {
switch(pname) {
case GL2ES1.GL_POINT_SIZE_MIN:
- pointParams.put(2, param);
+ pointParams1.put(2, param);
break;
case GL2ES1.GL_POINT_SIZE_MAX:
- pointParams.put(3, param);
+ pointParams1.put(3, param);
+ break;
+ case GL2ES2.GL_POINT_FADE_THRESHOLD_SIZE:
+ pointParams2.put(3, param);
break;
}
+ pointParamsDirty = true;
}
public void glPointParameterfv(int pname, float[] params, int params_offset) {
switch(pname) {
case GL2ES1.GL_POINT_DISTANCE_ATTENUATION:
- pointParams.put(4, params[params_offset + 0]);
- pointParams.put(5, params[params_offset + 1]);
- pointParams.put(6, params[params_offset + 2]);
+ pointParams2.put(0, params[params_offset + 0]);
+ pointParams2.put(1, params[params_offset + 1]);
+ pointParams2.put(2, params[params_offset + 2]);
break;
}
+ pointParamsDirty = true;
}
public void glPointParameterfv(int pname, java.nio.FloatBuffer params) {
final int o = params.position();
switch(pname) {
case GL2ES1.GL_POINT_DISTANCE_ATTENUATION:
- pointParams.put(4, params.get(o + 0));
- pointParams.put(5, params.get(o + 1));
- pointParams.put(6, params.get(o + 2));
+ pointParams2.put(0, params.get(o + 0));
+ pointParams2.put(1, params.get(o + 1));
+ pointParams2.put(2, params.get(o + 2));
break;
}
+ pointParamsDirty = true;
}
+ // private int[] pointTexObj = new int[] { 0 };
+
+ private void glDrawPoints(GL2ES2 gl, GLRunnable2<Object,Object> glDrawAction, Object args) {
+ /**
+ * FIXME:
+ *
+ * Event thought it works using a texture and gl_PointCoord in frag shader,
+ * I don't see the point here (lol) if gl_PointSize must be 1.0 in vert shader ..
+ * otherwise nothing is seen on ES2.0.
+ * On Desktop POINTS are always shown as 1 pixel sized points!
+
+ final int prevActiveTextureUnit = activeTextureUnit;
+ final int prevBoundTextureObject = this.boundTextureObject[0];
+ glActiveTexture(GL.GL_TEXTURE0);
+ gl.glActiveTexture(GL.GL_TEXTURE0);
+ if( 0 == pointTexObj[0] ) {
+ gl.glGenTextures(1, pointTexObj, 0);
+ glBindTexture(GL.GL_TEXTURE_2D, pointTexObj[0]);
+ gl.glBindTexture(GL.GL_TEXTURE_2D, pointTexObj[0]);
+ final int sz = 32;
+ ByteBuffer bb = Buffers.newDirectByteBuffer(sz*sz*4);
+ for(int i=sz*sz*4-1; 0<=i; i--) {
+ bb.put(i, (byte)0xff);
+ }
+ glTexImage2D(GL.GL_TEXTURE_2D, GL.GL_RGBA, GL.GL_RGBA);
+ gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, sz, sz, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, bb);
+ gl.glTexParameteri ( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR );
+ gl.glTexParameteri ( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR );
+ gl.glTexParameteri ( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_REPEAT );
+ gl.glTexParameteri ( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_REPEAT );
+ } else {
+ glBindTexture(GL.GL_TEXTURE_2D, pointTexObj[0]);
+ gl.glBindTexture(GL.GL_TEXTURE_2D, pointTexObj[0]);
+ }
+ final boolean wasEnabled = glEnableTexture(true, 0);
+ */
+
+ loadShaderPoints(gl);
+ shaderState.attachShaderProgram(gl, shaderProgramPoints, true);
+ validate(gl, false); // sync uniforms
+ if(gl.isGL2GL3()) {
+ // if(gl.isGL2()) {
+ // gl.glEnable(GL2.GL_POINT_SPRITE);
+ //}
+ gl.glEnable(GL2GL3.GL_VERTEX_PROGRAM_POINT_SIZE);
+ }
+
+ glDrawAction.run(gl, args);
+
+ if(gl.isGL2GL3()) {
+ gl.glDisable(GL2GL3.GL_VERTEX_PROGRAM_POINT_SIZE);
+ // if(gl.isGL2()) {
+ // gl.glDisable(GL2.GL_POINT_SPRITE);
+ //}
+ }
+ /**
+ if( 0 != prevBoundTextureObject ) {
+ glBindTexture(GL.GL_TEXTURE_2D, prevBoundTextureObject);
+ gl.glBindTexture(GL.GL_TEXTURE_2D, prevBoundTextureObject);
+ }
+ glActiveTexture(GL.GL_TEXTURE0+prevActiveTextureUnit);
+ gl.glActiveTexture(GL.GL_TEXTURE0+prevActiveTextureUnit);
+ if(!wasEnabled) {
+ glEnableTexture(false, 0);
+ } */
+ shaderState.attachShaderProgram(gl, selectShaderProgram(gl, currentShaderSelectionMode), true);
+ }
+ private static final GLRunnable2<Object, Object> glDrawArraysAction = new GLRunnable2<Object,Object>() {
+ @Override
+ public Object run(GL gl, Object args) {
+ int[] _args = (int[])args;
+ gl.glDrawArrays(GL.GL_POINTS, _args[0], _args[1]);
+ return null;
+ }
+ };
+ private final void glDrawPointArrays(GL2ES2 gl, int first, int count) {
+ glDrawPoints(gl, glDrawArraysAction, new int[] { first, count });
+ }
+
//
// Lighting
//
@@ -554,7 +658,7 @@ public class FixedFuncPipeline {
}
}
}
-
+
/**
* @return false if digested in regard to GL2ES2 spec,
* eg this call must not be passed to an underlying ES2 implementation.
@@ -587,17 +691,7 @@ public class FixedFuncPipeline {
return true;
case GL.GL_TEXTURE_2D:
- final boolean isEnabled = 0 != ( textureEnabledBits & ( 1 << activeTextureUnit ) );
- if( isEnabled != enable ) {
- if(enable) {
- textureEnabledBits |= ( 1 << activeTextureUnit );
- textureEnabled.put(activeTextureUnit, 1);
- } else {
- textureEnabledBits &= ~( 1 << activeTextureUnit );
- textureEnabled.put(activeTextureUnit, 0);
- }
- textureEnabledDirty=true;
- }
+ glEnableTexture(enable, activeTextureUnit);
return false;
case GLLightingFunc.GL_LIGHTING:
@@ -618,7 +712,8 @@ public class FixedFuncPipeline {
return false;
case GL2ES1.GL_POINT_SMOOTH:
- pointParams.put(1, enable ? 1.0f : 0.0f);
+ pointParams1.put(1, enable ? 1.0f : 0.0f);
+ pointParamsDirty = true;
return false;
}
@@ -639,7 +734,6 @@ public class FixedFuncPipeline {
//
public void glDrawArrays(GL2ES2 gl, int mode, int first, int count) {
- validate(gl);
switch(mode) {
case GL2.GL_QUAD_STRIP:
mode=GL.GL_TRIANGLE_STRIP;
@@ -647,20 +741,21 @@ public class FixedFuncPipeline {
case GL2.GL_POLYGON:
mode=GL.GL_TRIANGLE_FAN;
break;
+ case GL2ES1.GL_POINTS:
+ glDrawPointArrays(gl, first, count);
+ return;
}
+ validate(gl, true);
if ( GL2.GL_QUADS == mode && !gl.isGL2() ) {
for (int j = first; j < count - 3; j += 4) {
gl.glDrawArrays(GL.GL_TRIANGLE_FAN, j, 4);
}
- } else if( GL2ES1.GL_POINTS != mode ) {
+ } else {
gl.glDrawArrays(mode, first, count);
- } else {
- // FIXME GL_POINTS !
- gl.glDrawArrays(mode, first, count);
}
}
public void glDrawElements(GL2ES2 gl, int mode, int count, int type, java.nio.Buffer indices) {
- validate(gl);
+ validate(gl, true);
if ( GL2.GL_QUADS == mode && !gl.isGL2() ) {
final int idx0 = indices.position();
@@ -688,7 +783,7 @@ public class FixedFuncPipeline {
}
}
public void glDrawElements(GL2ES2 gl, int mode, int count, int type, long indices_buffer_offset) {
- validate(gl);
+ validate(gl, true);
if ( GL2.GL_QUADS == mode && !gl.isGL2() ) {
throw new GLException("Cannot handle indexed QUADS on !GL2 w/ VBO due to lack of CPU index access");
} else if( GL2ES1.GL_POINTS != mode ) {
@@ -709,34 +804,36 @@ public class FixedFuncPipeline {
return n;
}
- public void validate(GL2ES2 gl) {
- if( ShaderSelectionMode.AUTO == requestedShaderSelectionMode) {
- final ShaderSelectionMode newMode;
-
- // pre-validate shader switch
- if( 0 != textureEnabledBits ) {
- if(lightingEnabled) {
- newMode = ShaderSelectionMode.COLOR_TEXTURE8_LIGHT_PER_VERTEX;
+ public void validate(GL2ES2 gl, boolean selectShader) {
+ if( selectShader ) {
+ if( ShaderSelectionMode.AUTO == requestedShaderSelectionMode) {
+ final ShaderSelectionMode newMode;
+
+ // pre-validate shader switch
+ if( 0 != textureEnabledBits ) {
+ if(lightingEnabled) {
+ newMode = ShaderSelectionMode.COLOR_TEXTURE8_LIGHT_PER_VERTEX;
+ } else {
+ final int n = textureEnabledCount();
+ if( 4 < n ) {
+ newMode = ShaderSelectionMode.COLOR_TEXTURE8;
+ } else if ( 2 < n ) {
+ newMode = ShaderSelectionMode.COLOR_TEXTURE4;
+ } else {
+ newMode = ShaderSelectionMode.COLOR_TEXTURE2;
+ }
+ }
} else {
- final int n = textureEnabledCount();
- if( 4 < n ) {
- newMode = ShaderSelectionMode.COLOR_TEXTURE8;
- } else if ( 2 < n ) {
- newMode = ShaderSelectionMode.COLOR_TEXTURE4;
+ if(lightingEnabled) {
+ newMode = ShaderSelectionMode.COLOR_LIGHT_PER_VERTEX;
} else {
- newMode = ShaderSelectionMode.COLOR_TEXTURE2;
+ newMode = ShaderSelectionMode.COLOR;
}
}
+ shaderState.attachShaderProgram(gl, selectShaderProgram(gl, newMode), true); // enables shader-program implicit
} else {
- if(lightingEnabled) {
- newMode = ShaderSelectionMode.COLOR_LIGHT_PER_VERTEX;
- } else {
- newMode = ShaderSelectionMode.COLOR;
- }
+ shaderState.useProgram(gl, true);
}
- shaderState.attachShaderProgram(gl, selectShaderProgram(gl, newMode), true); // enables shader-program implicit
- } else {
- shaderState.useProgram(gl, true);
}
GLUniformData ud;
@@ -793,6 +890,21 @@ public class FixedFuncPipeline {
}
alphaTestDirty = false;
}
+ if(pointParamsDirty) {
+ /** FIXME
+ ud = shaderState.getUniform(mgl_PointParams1);
+ if(null!=ud) {
+ // same data object
+ shaderState.uniform(gl, ud);
+ }
+ ud = shaderState.getUniform(mgl_PointParams2);
+ if(null!=ud) {
+ // same data object
+ shaderState.uniform(gl, ud);
+ } */
+ pointParamsDirty = false;
+ }
+
if(lightsEnabledDirty) {
ud = shaderState.getUniform(mgl_LightsEnabled);
if(null!=ud) {
@@ -872,7 +984,9 @@ public class FixedFuncPipeline {
// Shall we use: #ifdef GL_FRAGMENT_PRECISION_HIGH .. #endif for using highp in fragment shader if avail ?
static final String es2_prelude_vp = "#version 100\n\nprecision highp float;\nprecision highp int;\n";
static final String es2_prelude_fp = "#version 100\n\nprecision mediump float;\nprecision mediump int;\n/*precision lowp sampler2D;*/\n";
- static final String gl2_prelude = "#version 110\n";
+ // static final String gl2_prelude = "#version 110\n"; // GL 2.0
+ // static final String gl2_prelude = "#version 120\n"; // GL 2.1 (Nvidia driver claims it's required to use gl_Points -> driver bug)
+ static final String gl2_prelude = "// version 110\n";
private static final String constMaxTextures0 = "#define MAX_TEXTURE_UNITS 0\n";
private static final String constMaxTextures2 = "#define MAX_TEXTURE_UNITS 2\n";
@@ -891,6 +1005,24 @@ public class FixedFuncPipeline {
vp.insertShaderSource(0, rsVpPos, maxTextureDefine);
fp.insertShaderSource(0, rsFpPos, maxTextureDefine);
}
+
+ private void loadShaderPoints(GL2ES2 gl) {
+ if( null != shaderProgramPoints ) {
+ return;
+ }
+
+ final ShaderCode vp = ShaderCode.create( gl, GL2ES2.GL_VERTEX_SHADER, shaderRootClass, shaderSrcRoot,
+ shaderBinRoot, vertexPointsFileDef, true);
+ final ShaderCode fp = ShaderCode.create( gl, GL2ES2.GL_FRAGMENT_SHADER, shaderRootClass, shaderSrcRoot,
+ shaderBinRoot, fragmentPointsFileDef, true);
+ customizeShader(gl, vp, fp, constMaxTextures2);
+ shaderProgramPoints = new ShaderProgram();
+ shaderProgramPoints.add(vp);
+ shaderProgramPoints.add(fp);
+ if(!shaderProgramPoints.link(gl, System.err)) {
+ throw new GLException("Couldn't link VertexColor program: "+shaderProgramPoints);
+ }
+ }
private void loadShader(GL2ES2 gl, ShaderSelectionMode mode) {
final boolean loadColor = ShaderSelectionMode.COLOR == mode;
@@ -900,7 +1032,7 @@ public class FixedFuncPipeline {
final boolean loadColorTexture = loadColorTexture2 || loadColorTexture4 || loadColorTexture8 ;
final boolean loadColorLightPerVertex = ShaderSelectionMode.COLOR_LIGHT_PER_VERTEX == mode;
final boolean loadColorTexture8LightPerVertex = ShaderSelectionMode.COLOR_TEXTURE8_LIGHT_PER_VERTEX == mode;
-
+
if( null != shaderProgramColor && loadColor ||
null != shaderProgramColorTexture2 && loadColorTexture2 ||
null != shaderProgramColorTexture4 && loadColorTexture4 ||
@@ -1040,7 +1172,9 @@ public class FixedFuncPipeline {
/** ES2 supports CullFace implicit
shaderState.uniform(gl, new GLUniformData(mgl_CullFace, cullFace)); */
shaderState.uniform(gl, new GLUniformData(mgl_AlphaTestFunc, alphaTestFunc));
- shaderState.uniform(gl, new GLUniformData(mgl_AlphaTestRef, alphaTestRef));
+ shaderState.uniform(gl, new GLUniformData(mgl_AlphaTestRef, alphaTestRef));
+ shaderState.uniform(gl, new GLUniformData(mgl_PointParams1, 4, pointParams1));
+ shaderState.uniform(gl, new GLUniformData(mgl_PointParams2, 4, pointParams2));
for(int i=0; i<MAX_LIGHTS; i++) {
shaderState.uniform(gl, new GLUniformData(mgl_LightSource+"["+i+"].ambient", 4, defAmbient));
shaderState.uniform(gl, new GLUniformData(mgl_LightSource+"["+i+"].diffuse", 4, 0==i ? one4f : defDiffuseN));
@@ -1104,11 +1238,11 @@ public class FixedFuncPipeline {
private int alphaTestFunc=-8; // <=0 disabled; 1 GL_NEVER, 2 GL_LESS, 3 GL_EQUAL, 4 GL_LEQUAL, 5 GL_GREATER, 6 GL_NOTEQUAL, 7 GL_GEQUAL, and 8 GL_ALWAYS (default)
private float alphaTestRef=0f;
- // pointSize, pointSmooth, attn. pointMinSize, attn. pointMaxSize
- // attenuation coefficients 1f 0f 0f
- // attenuation alpha theshold 1f
- private final FloatBuffer pointParams = Buffers.newDirectFloatBuffer(new float[] { 1.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, 0.0f, 0.0f, 1.0f });
+ private boolean pointParamsDirty = false;
+ /** pointSize, pointSmooth, attn. pointMinSize, attn. pointMaxSize */
+ private final FloatBuffer pointParams1 = Buffers.newDirectFloatBuffer(new float[] { 1.0f, 0.0f, 0.0f, 1.0f });
+ /** attenuation coefficients 1f 0f 0f, attenuation alpha theshold 1f */
+ private final FloatBuffer pointParams2 = Buffers.newDirectFloatBuffer(new float[] { 1.0f, 0.0f, 0.0f, 1.0f });
private PMVMatrix pmvMatrix;
private ShaderState shaderState;
@@ -1116,6 +1250,7 @@ public class FixedFuncPipeline {
private ShaderProgram shaderProgramColorTexture2, shaderProgramColorTexture4, shaderProgramColorTexture8;
private ShaderProgram shaderProgramColorLight;
private ShaderProgram shaderProgramColorTexture8Light;
+ private ShaderProgram shaderProgramPoints;
private ShaderSelectionMode requestedShaderSelectionMode = ShaderSelectionMode.AUTO;
private ShaderSelectionMode currentShaderSelectionMode = requestedShaderSelectionMode;
@@ -1133,7 +1268,8 @@ public class FixedFuncPipeline {
private static final String mgl_AlphaTestFunc = "mgl_AlphaTestFunc"; // 1i (lowp int)
private static final String mgl_AlphaTestRef = "mgl_AlphaTestRef"; // 1f
private static final String mgl_ShadeModel = "mgl_ShadeModel"; // 1i
- private static final String mgl_PointParams = "mgl_PointParams"; // 8f (sz, smooth, attnMinSz, attnMaxSz, attnCoeff(3), attnAlphaTs)
+ private static final String mgl_PointParams1 = "mgl_PointParams1"; // 4f (sz, smooth, attnMinSz, attnMaxSz)
+ private static final String mgl_PointParams2 = "mgl_PointParams2"; // 4f (attnCoeff(3), attnAlphaTs)
private static final String mgl_TextureEnabled = "mgl_TextureEnabled"; // int mgl_TextureEnabled[MAX_TEXTURE_UNITS];
private static final String mgl_Texture = "mgl_Texture"; // sampler2D mgl_Texture<0..7>
@@ -1168,6 +1304,8 @@ public class FixedFuncPipeline {
private static final String vertexColorLightFileDef = "FixedFuncColorLight";
private static final String fragmentColorFileDef = "FixedFuncColor";
private static final String fragmentColorTextureFileDef = "FixedFuncColorTexture";
+ private static final String vertexPointsFileDef = "FixedFuncPoints";
+ private static final String fragmentPointsFileDef = vertexPointsFileDef;
private static final String shaderSrcRootDef = "shaders" ;
private static final String shaderBinRootDef = "shaders/bin" ;
diff --git a/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/FixedFuncPoints.fp b/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/FixedFuncPoints.fp
new file mode 100644
index 000000000..beca47bc1
--- /dev/null
+++ b/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/FixedFuncPoints.fp
@@ -0,0 +1,16 @@
+
+#include es_precision.glsl
+#include mgl_lightdef.glsl
+
+#include mgl_const.glsl
+#include mgl_uniform.glsl
+#include mgl_varying.glsl
+
+void main (void)
+{
+ // FIXME: Since gl_Points must be 1.0 (otherwise no points)
+ // don't see reason for fetching texture color.
+ // gl_FragColor = frontColor * texture2D(mgl_Texture0, gl_PointCoord);
+ gl_FragColor = frontColor;
+}
+
diff --git a/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/FixedFuncPoints.vp b/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/FixedFuncPoints.vp
new file mode 100644
index 000000000..6d6a3a982
--- /dev/null
+++ b/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/FixedFuncPoints.vp
@@ -0,0 +1,25 @@
+#include es_precision.glsl
+
+#include mgl_const.glsl
+#include mgl_uniform.glsl
+#include mgl_attribute.glsl
+#include mgl_varying.glsl
+
+#include mgl_settexcoord.vp
+
+void main(void)
+{
+ if(mgl_ColorEnabled>0) {
+ frontColor=mgl_Color;
+ } else {
+ frontColor=mgl_ColorStatic;
+ }
+
+ // FIXME: ES2 .. doesn't work, but even on desktop
+ // no big points!
+ // gl_PointSize = mgl_PointParams1[0];
+ gl_PointSize = 1.0;
+
+ gl_Position = mgl_PMVMatrix[0] * mgl_PMVMatrix[1] * vec4(mgl_Vertex.xyz, 1.0);
+}
+
diff --git a/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/mgl_uniform.glsl b/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/mgl_uniform.glsl
index 679583cd7..fd24a953d 100644
--- a/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/mgl_uniform.glsl
+++ b/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/mgl_uniform.glsl
@@ -11,7 +11,8 @@ uniform LOWP int mgl_ColorEnabled;
uniform vec4 mgl_ColorStatic;
uniform LOWP int mgl_AlphaTestFunc;
uniform float mgl_AlphaTestRef;
-uniform float mgl_PointParams[8]; // sz, smooth, attnMinSz, attnMaxSz, attnCoeff(3), attnAlphaTs
+uniform MEDIUMP float mgl_PointParams1[4]; // sz, smooth, attnMinSz, attnMaxSz
+uniform MEDIUMP float mgl_PointParams2[4]; // attnCoeff(3), attnAlphaTs
// uniform LOWP int mgl_CullFace; // ES2 supports CullFace implicit ..
#if MAX_TEXTURE_UNITS > 0