[vlc-devel] [PATCH v2 06/11] qml: specify the precision in FrostedGlassEffect shader
Pierre Lamot
pierre at videolabs.io
Wed Sep 16 09:57:11 CEST 2020
On 2020-09-16 09:43, Romain Vimont wrote:
> 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)
I'll check that, thanks.
>> 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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