[vlc-devel] [PATCH v2 06/11] qml: specify the precision in FrostedGlassEffect shader
Romain Vimont
rom1v at videolabs.io
Wed Sep 16 09:43:26 CEST 2020
On Wed, Sep 16, 2020 at 09:24:54AM +0200, Pierre Lamot wrote:
> ANGLE expect the precision of all variable to be defined
> ---
> modules/gui/qt/widgets/qml/FrostedGlassEffect.qml | 12 ++++++------
> 1 file changed, 6 insertions(+), 6 deletions(-)
>
> diff --git a/modules/gui/qt/widgets/qml/FrostedGlassEffect.qml b/modules/gui/qt/widgets/qml/FrostedGlassEffect.qml
> index d390825679..8d90803150 100644
> --- a/modules/gui/qt/widgets/qml/FrostedGlassEffect.qml
> +++ b/modules/gui/qt/widgets/qml/FrostedGlassEffect.qml
> @@ -84,22 +84,22 @@ Rectangle {
> uniform lowp float tintStrength;
>
>
> - float rand(vec2 co){
> + mediump float rand(highp vec2 co){
Maybe "precision mediump float;" at the beginning of the shader could
avoid repeating this modifier everywhere? (unless it is not supported by
ANGLE)
> return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
> }
>
>
> - vec4 exclude(vec4 src, vec4 dst)
> + mediump vec4 exclude(mediump vec4 src, mediump vec4 dst)
> {
> return src + dst - 2.0 * src * dst;
> }
>
> void main() {
> - float r = rand(qt_TexCoord0) - 0.5;
> - vec4 noise = vec4(r,r,r,1.0) * noiseStrength;
> - vec4 blured = texture2D(source, qt_TexCoord0);
> + mediump float r = rand(qt_TexCoord0) - 0.5;
> + mediump vec4 noise = vec4(r,r,r,1.0) * noiseStrength;
> + mediump vec4 blured = texture2D(source, qt_TexCoord0);
>
> - vec4 exclColor = vec4(exclusionStrength, exclusionStrength, exclusionStrength, 0.0);
> + mediump vec4 exclColor = vec4(exclusionStrength, exclusionStrength, exclusionStrength, 0.0);
>
> blured = exclude(blured, exclColor);
>
> --
> 2.25.1
>
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