Merge pull request #1518 from bungoboingo/fix/old_gl
Fixed issues with old GL versions ( <= 2.1 )
This commit is contained in:
commit
8102f96f12
5 changed files with 22 additions and 19 deletions
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@ -8,3 +8,4 @@ publish = false
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[dependencies]
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iced = { path = "../..", features = ["canvas", "tokio", "debug"] }
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rand = "0.8.5"
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env_logger = "0.9"
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@ -9,6 +9,8 @@ use iced::{
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use rand::{thread_rng, Rng};
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fn main() -> iced::Result {
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env_logger::builder().format_timestamp(None).init();
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ModernArt::run(Settings {
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antialiasing: true,
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..Settings::default()
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@ -1,20 +1,20 @@
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#endif
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#ifdef HIGHER_THAN_300
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layout (location = 0) out vec4 fragColor;
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#define gl_FragColor fragColor
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layout (location = 0) out vec4 fragColor;
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#define gl_FragColor fragColor
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#endif
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in vec2 raw_position;
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uniform vec4 gradient_direction;
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uniform uint color_stops_size;
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uniform int color_stops_size;
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// GLSL does not support dynamically sized arrays without SSBOs so this is capped to 16 stops
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//stored as color(vec4) -> offset(vec4) sequentially;
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uniform vec4 color_stops[32];
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@ -28,23 +28,23 @@ void main() {
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vec2 unit = normalize(gradient_vec);
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float coord_offset = dot(unit, current_vec) / length(gradient_vec);
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//if a gradient has a start/end stop that is identical, the mesh will have a transparent fill
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fragColor = vec4(0.0, 0.0, 0.0, 0.0);
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gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
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float min_offset = color_stops[1].x;
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float max_offset = color_stops[color_stops_size - 1u].x;
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float max_offset = color_stops[color_stops_size - 1].x;
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for (uint i = 0u; i < color_stops_size - 2u; i += 2u) {
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float curr_offset = color_stops[i+1u].x;
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float next_offset = color_stops[i+3u].x;
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for (int i = 0; i < color_stops_size - 2; i += 2) {
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float curr_offset = color_stops[i+1].x;
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float next_offset = color_stops[i+3].x;
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if (coord_offset <= min_offset) {
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//current coordinate is before the first defined offset, set it to the start color
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fragColor = color_stops[0];
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gl_FragColor = color_stops[0];
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}
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if (curr_offset <= coord_offset && coord_offset <= next_offset) {
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//current fragment is between the current offset processing & the next one, interpolate colors
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fragColor = mix(color_stops[i], color_stops[i+2u], smoothstep(
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gl_FragColor = mix(color_stops[i], color_stops[i+2], smoothstep(
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curr_offset,
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next_offset,
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coord_offset
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@ -53,7 +53,7 @@ void main() {
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if (coord_offset >= max_offset) {
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//current coordinate is before the last defined offset, set it to the last color
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fragColor = color_stops[color_stops_size - 2u];
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gl_FragColor = color_stops[color_stops_size - 2];
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}
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}
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}
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@ -14,5 +14,5 @@ out vec4 fragColor;
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uniform vec4 color;
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void main() {
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fragColor = color;
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gl_FragColor = color;
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}
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@ -71,14 +71,14 @@ impl Program {
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linear.end.y,
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);
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gl.uniform_1_u32(
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gl.uniform_1_i32(
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Some(
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&self
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.uniform_data
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.uniform_locations
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.color_stops_size_location,
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),
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(linear.color_stops.len() * 2) as u32,
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(linear.color_stops.len() * 2) as i32,
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);
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let mut stops = [0.0; 128];
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