* Fix for "Internal error wrong operand type built in unary operator function. Type: in sampler2DMS" if multisample is not being used (old ATI driver bug)
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8326 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
This commit is contained in:
parent
fd3c84ccce
commit
d38b469de6
@ -1,62 +1,62 @@
|
||||
#extension GL_ARB_texture_multisample : enable
|
||||
|
||||
uniform int m_NumSamples;
|
||||
uniform int m_NumSamplesDepth;
|
||||
|
||||
#ifdef RESOLVE_MS
|
||||
#define COLORTEXTURE sampler2DMS
|
||||
#else
|
||||
#define COLORTEXTURE sampler2D
|
||||
#endif
|
||||
|
||||
#ifdef RESOLVE_DEPTH_MS
|
||||
#define DEPTHTEXTURE sampler2DMS
|
||||
#else
|
||||
#define DEPTHTEXTURE sampler2D
|
||||
#endif
|
||||
|
||||
// NOTE: Only define multisample functions if multisample is being used!
|
||||
#ifdef GL_ARB_texture_multisample
|
||||
vec4 textureFetch(in sampler2DMS tex,in vec2 texC, in int numSamples){
|
||||
ivec2 iTexC = ivec2(texC * textureSize(tex));
|
||||
vec4 color = vec4(0.0);
|
||||
for (int i = 0; i < numSamples; i++){
|
||||
color += texelFetch(tex, iTexC, i);
|
||||
}
|
||||
return color / numSamples;
|
||||
}
|
||||
|
||||
vec4 fetchTextureSample(in sampler2DMS tex,in vec2 texC,in int sample){
|
||||
ivec2 iTexC = ivec2(texC * textureSize(tex));
|
||||
return texelFetch(tex, iTexC, sample);
|
||||
}
|
||||
|
||||
vec4 getColor(in sampler2DMS tex, in vec2 texC){
|
||||
return textureFetch(tex, texC, m_NumSamples);
|
||||
}
|
||||
|
||||
vec4 getColorSingle(in sampler2DMS tex, in vec2 texC){
|
||||
ivec2 iTexC = ivec2(texC * textureSize(tex));
|
||||
return texelFetch(tex, iTexC, 0);
|
||||
}
|
||||
|
||||
vec4 getDepth(in sampler2DMS tex,in vec2 texC){
|
||||
return textureFetch(tex,texC,m_NumSamplesDepth);
|
||||
}
|
||||
#endif
|
||||
|
||||
vec4 fetchTextureSample(in sampler2D tex,in vec2 texC,in int sample){
|
||||
return texture2D(tex,texC);
|
||||
}
|
||||
|
||||
vec4 getColor(in sampler2D tex, in vec2 texC){
|
||||
return texture2D(tex,texC);
|
||||
}
|
||||
|
||||
vec4 getColorSingle(in sampler2D tex, in vec2 texC){
|
||||
return texture2D(tex, texC);
|
||||
}
|
||||
|
||||
vec4 getDepth(in sampler2D tex,in vec2 texC){
|
||||
return texture2D(tex,texC);
|
||||
#extension GL_ARB_texture_multisample : enable
|
||||
|
||||
uniform int m_NumSamples;
|
||||
uniform int m_NumSamplesDepth;
|
||||
|
||||
#ifdef RESOLVE_MS
|
||||
#define COLORTEXTURE sampler2DMS
|
||||
#else
|
||||
#define COLORTEXTURE sampler2D
|
||||
#endif
|
||||
|
||||
#ifdef RESOLVE_DEPTH_MS
|
||||
#define DEPTHTEXTURE sampler2DMS
|
||||
#else
|
||||
#define DEPTHTEXTURE sampler2D
|
||||
#endif
|
||||
|
||||
// NOTE: Only define multisample functions if multisample is available and is being used!
|
||||
#if defined(GL_ARB_texture_multisample) && (defined(RESOLVE_MS) || defined(RESOLVE_DEPTH_MS))
|
||||
vec4 textureFetch(in sampler2DMS tex,in vec2 texC, in int numSamples){
|
||||
ivec2 iTexC = ivec2(texC * textureSize(tex));
|
||||
vec4 color = vec4(0.0);
|
||||
for (int i = 0; i < numSamples; i++){
|
||||
color += texelFetch(tex, iTexC, i);
|
||||
}
|
||||
return color / numSamples;
|
||||
}
|
||||
|
||||
vec4 fetchTextureSample(in sampler2DMS tex,in vec2 texC,in int sample){
|
||||
ivec2 iTexC = ivec2(texC * textureSize(tex));
|
||||
return texelFetch(tex, iTexC, sample);
|
||||
}
|
||||
|
||||
vec4 getColor(in sampler2DMS tex, in vec2 texC){
|
||||
return textureFetch(tex, texC, m_NumSamples);
|
||||
}
|
||||
|
||||
vec4 getColorSingle(in sampler2DMS tex, in vec2 texC){
|
||||
ivec2 iTexC = ivec2(texC * textureSize(tex));
|
||||
return texelFetch(tex, iTexC, 0);
|
||||
}
|
||||
|
||||
vec4 getDepth(in sampler2DMS tex,in vec2 texC){
|
||||
return textureFetch(tex,texC,m_NumSamplesDepth);
|
||||
}
|
||||
#endif
|
||||
|
||||
vec4 fetchTextureSample(in sampler2D tex,in vec2 texC,in int sample){
|
||||
return texture2D(tex,texC);
|
||||
}
|
||||
|
||||
vec4 getColor(in sampler2D tex, in vec2 texC){
|
||||
return texture2D(tex,texC);
|
||||
}
|
||||
|
||||
vec4 getColorSingle(in sampler2D tex, in vec2 texC){
|
||||
return texture2D(tex, texC);
|
||||
}
|
||||
|
||||
vec4 getDepth(in sampler2D tex,in vec2 texC){
|
||||
return texture2D(tex,texC);
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user