From d8757aaebbd3f7adab18e0342c71d7bb8ba90396 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Jaakko=20Kera=CC=88nen?= Date: Sun, 5 Nov 2017 11:34:38 +0200 Subject: [PATCH] Fixed|Tests: Updated GL init and shaders in the libappfw test app --- .../shaders/fx-blur.dei | 60 +++++++++---------- .../shaders/generic.dei | 52 ++++++++-------- .../shaders/ui.dei | 32 +++++----- doomsday/tests/test_appfw/src/main.cpp | 1 + 4 files changed, 73 insertions(+), 72 deletions(-) diff --git a/doomsday/tests/test_appfw/net.dengine.test.appfw.pack/shaders/fx-blur.dei b/doomsday/tests/test_appfw/net.dengine.test.appfw.pack/shaders/fx-blur.dei index bda0576eac..08823356f5 100644 --- a/doomsday/tests/test_appfw/net.dengine.test.appfw.pack/shaders/fx-blur.dei +++ b/doomsday/tests/test_appfw/net.dengine.test.appfw.pack/shaders/fx-blur.dei @@ -6,12 +6,12 @@ group fx.blur uniform highp vec4 uColor; uniform highp vec4 uWindow; - attribute highp vec4 aVertex; - attribute highp vec2 aUV; - attribute highp vec4 aColor; + DENG_ATTRIB highp vec4 aVertex; + DENG_ATTRIB highp vec2 aUV; + DENG_ATTRIB highp vec4 aColor; - varying highp vec2 vUV; - varying highp vec4 vColor; + DENG_VAR highp vec2 vUV; + DENG_VAR highp vec4 vColor; void main(void) { gl_Position = uMvpMatrix * aVertex; @@ -25,21 +25,21 @@ group fx.blur fragment = " uniform sampler2D uTex; uniform highp vec2 uBlurStep; - varying highp vec2 vUV; - varying highp vec4 vColor; + DENG_VAR highp vec2 vUV; + DENG_VAR highp vec4 vColor; void main(void) { highp vec4 sum = vec4(0.0); - sum += texture2D(uTex, vec2(vUV.s - 4.0 * uBlurStep.s, vUV.t)) * 0.05; - sum += texture2D(uTex, vec2(vUV.s - 3.0 * uBlurStep.s, vUV.t)) * 0.09; - sum += texture2D(uTex, vec2(vUV.s - 2.0 * uBlurStep.s, vUV.t)) * 0.123; - sum += texture2D(uTex, vec2(vUV.s - uBlurStep.s, vUV.t)) * 0.154; - sum += texture2D(uTex, vUV) * 0.165; - sum += texture2D(uTex, vec2(vUV.s + uBlurStep.s, vUV.t)) * 0.154; - sum += texture2D(uTex, vec2(vUV.s + 2.0 * uBlurStep.s, vUV.t)) * 0.123; - sum += texture2D(uTex, vec2(vUV.s + 3.0 * uBlurStep.s, vUV.t)) * 0.09; - sum += texture2D(uTex, vec2(vUV.s + 4.0 * uBlurStep.s, vUV.t)) * 0.05; - gl_FragColor = sum; - gl_FragColor.a = 1.0; + sum += texture(uTex, vec2(vUV.s - 4.0 * uBlurStep.s, vUV.t)) * 0.05; + sum += texture(uTex, vec2(vUV.s - 3.0 * uBlurStep.s, vUV.t)) * 0.09; + sum += texture(uTex, vec2(vUV.s - 2.0 * uBlurStep.s, vUV.t)) * 0.123; + sum += texture(uTex, vec2(vUV.s - uBlurStep.s, vUV.t)) * 0.154; + sum += texture(uTex, vUV) * 0.165; + sum += texture(uTex, vec2(vUV.s + uBlurStep.s, vUV.t)) * 0.154; + sum += texture(uTex, vec2(vUV.s + 2.0 * uBlurStep.s, vUV.t)) * 0.123; + sum += texture(uTex, vec2(vUV.s + 3.0 * uBlurStep.s, vUV.t)) * 0.09; + sum += texture(uTex, vec2(vUV.s + 4.0 * uBlurStep.s, vUV.t)) * 0.05; + out_FragColor = sum; + out_FragColor.a = 1.0; }" } @@ -49,20 +49,20 @@ group fx.blur fragment = " uniform sampler2D uTex; uniform highp vec2 uBlurStep; - varying highp vec2 vUV; - varying highp vec4 vColor; + DENG_VAR highp vec2 vUV; + DENG_VAR highp vec4 vColor; void main(void) { highp vec4 sum = vec4(0.0); - sum += texture2D(uTex, vec2(vUV.s, vUV.t - 4.0 * uBlurStep.t)) * 0.05; - sum += texture2D(uTex, vec2(vUV.s, vUV.t - 3.0 * uBlurStep.t)) * 0.09; - sum += texture2D(uTex, vec2(vUV.s, vUV.t - 2.0 * uBlurStep.t)) * 0.123; - sum += texture2D(uTex, vec2(vUV.s, vUV.t - uBlurStep.t )) * 0.154; - sum += texture2D(uTex, vUV) * 0.165; - sum += texture2D(uTex, vec2(vUV.s, vUV.t + uBlurStep.t )) * 0.154; - sum += texture2D(uTex, vec2(vUV.s, vUV.t + 2.0 * uBlurStep.t)) * 0.123; - sum += texture2D(uTex, vec2(vUV.s, vUV.t + 3.0 * uBlurStep.t)) * 0.09; - sum += texture2D(uTex, vec2(vUV.s, vUV.t + 4.0 * uBlurStep.t)) * 0.05; - gl_FragColor = sum * vColor; + sum += texture(uTex, vec2(vUV.s, vUV.t - 4.0 * uBlurStep.t)) * 0.05; + sum += texture(uTex, vec2(vUV.s, vUV.t - 3.0 * uBlurStep.t)) * 0.09; + sum += texture(uTex, vec2(vUV.s, vUV.t - 2.0 * uBlurStep.t)) * 0.123; + sum += texture(uTex, vec2(vUV.s, vUV.t - uBlurStep.t )) * 0.154; + sum += texture(uTex, vUV) * 0.165; + sum += texture(uTex, vec2(vUV.s, vUV.t + uBlurStep.t )) * 0.154; + sum += texture(uTex, vec2(vUV.s, vUV.t + 2.0 * uBlurStep.t)) * 0.123; + sum += texture(uTex, vec2(vUV.s, vUV.t + 3.0 * uBlurStep.t)) * 0.09; + sum += texture(uTex, vec2(vUV.s, vUV.t + 4.0 * uBlurStep.t)) * 0.05; + out_FragColor = sum * vColor; }" } } diff --git a/doomsday/tests/test_appfw/net.dengine.test.appfw.pack/shaders/generic.dei b/doomsday/tests/test_appfw/net.dengine.test.appfw.pack/shaders/generic.dei index 0d6d611a7a..a1060179ae 100644 --- a/doomsday/tests/test_appfw/net.dengine.test.appfw.pack/shaders/generic.dei +++ b/doomsday/tests/test_appfw/net.dengine.test.appfw.pack/shaders/generic.dei @@ -8,19 +8,19 @@ group generic vertex = " uniform highp mat4 uMvpMatrix; uniform highp vec4 uColor; - attribute highp vec4 aVertex; - attribute highp vec4 aColor; - varying highp vec4 vColor; + DENG_ATTRIB highp vec4 aVertex; + DENG_ATTRIB highp vec4 aColor; + DENG_VAR highp vec4 vColor; void main(void) { gl_Position = uMvpMatrix * aVertex; vColor = uColor * aColor; }" fragment = " - varying highp vec4 vColor; + DENG_VAR highp vec4 vColor; void main(void) { - gl_FragColor = vColor; + out_FragColor = vColor; }" } @@ -28,9 +28,9 @@ group generic { vertex = " uniform highp mat4 uMvpMatrix; - attribute highp vec4 aVertex; - attribute highp vec2 aUV; - varying highp vec2 vUV; + DENG_ATTRIB highp vec4 aVertex; + DENG_ATTRIB highp vec2 aUV; + DENG_VAR highp vec2 vUV; void main(void) { gl_Position = uMvpMatrix * aVertex; @@ -38,10 +38,10 @@ group generic }" fragment = " uniform sampler2D uTex; - varying highp vec2 vUV; + DENG_VAR highp vec2 vUV; void main(void) { - gl_FragColor = texture2D(uTex, vUV); + out_FragColor = texture(uTex, vUV); }" } @@ -53,11 +53,11 @@ group generic { vertex = " uniform highp mat4 uMvpMatrix; - attribute highp vec4 aVertex; - attribute highp vec2 aUV; - attribute highp vec4 aColor; - varying highp vec2 vUV; - varying highp vec4 vColor; + DENG_ATTRIB highp vec4 aVertex; + DENG_ATTRIB highp vec2 aUV; + DENG_ATTRIB highp vec4 aColor; + DENG_VAR highp vec2 vUV; + DENG_VAR highp vec4 vColor; void main(void) { gl_Position = uMvpMatrix * aVertex; @@ -66,11 +66,11 @@ group generic }" fragment = " uniform sampler2D uTex; - varying highp vec2 vUV; - varying highp vec4 vColor; + DENG_VAR highp vec2 vUV; + DENG_VAR highp vec4 vColor; void main(void) { - gl_FragColor = vColor * texture2D(uTex, vUV); + out_FragColor = vColor * texture(uTex, vUV); }" } @@ -82,11 +82,11 @@ group generic vertex = " uniform highp mat4 uMvpMatrix; uniform highp vec4 uColor; - attribute highp vec4 aVertex; - attribute highp vec2 aUV; - attribute highp vec4 aColor; - varying highp vec2 vUV; - varying highp vec4 vColor; + DENG_ATTRIB highp vec4 aVertex; + DENG_ATTRIB highp vec2 aUV; + DENG_ATTRIB highp vec4 aColor; + DENG_VAR highp vec2 vUV; + DENG_VAR highp vec4 vColor; void main(void) { gl_Position = uMvpMatrix * aVertex; @@ -95,11 +95,11 @@ group generic }" fragment = " uniform sampler2D uTex; - varying highp vec2 vUV; - varying highp vec4 vColor; + DENG_VAR highp vec2 vUV; + DENG_VAR highp vec4 vColor; void main(void) { - gl_FragColor = vColor * texture2D(uTex, vUV); + out_FragColor = vColor * texture(uTex, vUV); }" } } diff --git a/doomsday/tests/test_appfw/net.dengine.test.appfw.pack/shaders/ui.dei b/doomsday/tests/test_appfw/net.dengine.test.appfw.pack/shaders/ui.dei index 8d4ce9d304..9515e60201 100644 --- a/doomsday/tests/test_appfw/net.dengine.test.appfw.pack/shaders/ui.dei +++ b/doomsday/tests/test_appfw/net.dengine.test.appfw.pack/shaders/ui.dei @@ -7,15 +7,15 @@ ui { uniform highp float uSaturation[DENG_MAX_BATCH_UNIFORMS]; uniform highp vec4 uScissorRect[DENG_MAX_BATCH_UNIFORMS]; - attribute highp vec4 aVertex; - attribute highp vec2 aUV; - attribute highp vec4 aColor; - attribute highp float aIndex; // uColor + DENG_ATTRIB highp vec4 aVertex; + DENG_ATTRIB highp vec2 aUV; + DENG_ATTRIB highp vec4 aColor; + DENG_ATTRIB highp float aIndex; // uColor - varying highp vec2 vUV; - varying highp vec4 vColor; - varying highp vec4 vScissor; - varying highp float vSaturation; + DENG_VAR highp vec2 vUV; + DENG_VAR highp vec4 vColor; + DENG_VAR highp vec4 vScissor; + DENG_VAR highp float vSaturation; void main(void) { gl_Position = uMvpMatrix * aVertex; @@ -30,10 +30,10 @@ ui { fragment = " uniform sampler2D uTex; - varying highp vec2 vUV; - varying highp vec4 vColor; - varying highp vec4 vScissor; - varying highp float vSaturation; + DENG_VAR highp vec2 vUV; + DENG_VAR highp vec4 vColor; + DENG_VAR highp vec4 vScissor; + DENG_VAR highp float vSaturation; void main(void) { // Check the scissor first. @@ -41,17 +41,17 @@ ui { gl_FragCoord.y < vScissor.y || gl_FragCoord.y > vScissor.w) { discard; } - gl_FragColor = texture2D(uTex, vUV); + out_FragColor = texture(uTex, vUV); // Optionally adjust color saturation. if (vSaturation < 1.0) { - highp vec4 hsv = rgbToHsv(gl_FragColor); + highp vec4 hsv = rgbToHsv(out_FragColor); hsv.y *= vSaturation; - gl_FragColor = hsvToRgb(hsv); + out_FragColor = hsvToRgb(hsv); } // Final vertex color. - gl_FragColor *= vColor; + out_FragColor *= vColor; }" } } diff --git a/doomsday/tests/test_appfw/src/main.cpp b/doomsday/tests/test_appfw/src/main.cpp index 7d4f1dddc6..a629e86068 100644 --- a/doomsday/tests/test_appfw/src/main.cpp +++ b/doomsday/tests/test_appfw/src/main.cpp @@ -26,6 +26,7 @@ using namespace de; int main(int argc, char **argv) { + TestApp::setDefaultOpenGLFormat(); TestApp app(argc, argv); try {