From ade7509b974f28871e2a52e9e3da0edff4a0957b Mon Sep 17 00:00:00 2001 From: Benjamin Otte Date: Tue, 30 Nov 2021 00:30:26 +0100 Subject: [PATCH] GL renderer: Remove noperspective usage It causes issues with compilation of GLES shaders and isn't in any way correct. --- gsk/gl/resources/conic_gradient.glsl | 4 ++-- gsk/gl/resources/linear_gradient.glsl | 4 ++-- gsk/gl/resources/preamble.glsl | 2 -- gsk/gl/resources/radial_gradient.glsl | 4 ++-- 4 files changed, 6 insertions(+), 8 deletions(-) diff --git a/gsk/gl/resources/conic_gradient.glsl b/gsk/gl/resources/conic_gradient.glsl index 3df33bcb11..f1d33cd6a7 100644 --- a/gsk/gl/resources/conic_gradient.glsl +++ b/gsk/gl/resources/conic_gradient.glsl @@ -3,7 +3,7 @@ uniform vec4 u_geometry; -_NOPERSPECTIVE_ _OUT_ vec2 coord; +_OUT_ vec2 coord; void main() { gl_Position = u_projection * (u_modelview * vec4(aPosition, 0.0, 1.0)); @@ -29,7 +29,7 @@ uniform highp int u_num_color_stops; // Why? Because it works like this. uniform vec4 u_geometry; uniform float u_color_stops[MAX_COLOR_STOPS * 5]; -_NOPERSPECTIVE_ _IN_ vec2 coord; +_IN_ vec2 coord; float get_offset(int index) { // u_color_stops[5 * index] makes Intel Windows driver crash. diff --git a/gsk/gl/resources/linear_gradient.glsl b/gsk/gl/resources/linear_gradient.glsl index 153d7afc98..fa130be4cb 100644 --- a/gsk/gl/resources/linear_gradient.glsl +++ b/gsk/gl/resources/linear_gradient.glsl @@ -2,7 +2,7 @@ // linear_gradient.glsl uniform vec4 u_points; -_NOPERSPECTIVE_ _OUT_ vec4 info; +_OUT_ vec4 info; void main() { gl_Position = u_projection * (u_modelview * vec4(aPosition, 0.0, 1.0)); @@ -53,7 +53,7 @@ uniform highp int u_num_color_stops; // Why? Because it works like this. uniform float u_color_stops[MAX_COLOR_STOPS * 5]; uniform bool u_repeat; -_NOPERSPECTIVE_ _IN_ vec4 info; +_IN_ vec4 info; float get_offset(int index) { // u_color_stops[5 * index] makes Intel Windows driver crash. diff --git a/gsk/gl/resources/preamble.glsl b/gsk/gl/resources/preamble.glsl index 8bc007ba67..5f5d2b780a 100644 --- a/gsk/gl/resources/preamble.glsl +++ b/gsk/gl/resources/preamble.glsl @@ -5,12 +5,10 @@ precision highp float; #if defined(GSK_GLES) || defined(GSK_LEGACY) #define _OUT_ varying #define _IN_ varying -#define _NOPERSPECTIVE_ #define _GSK_ROUNDED_RECT_UNIFORM_ vec4[3] #else #define _OUT_ out #define _IN_ in -#define _NOPERSPECTIVE_ noperspective #define _GSK_ROUNDED_RECT_UNIFORM_ GskRoundedRect #endif diff --git a/gsk/gl/resources/radial_gradient.glsl b/gsk/gl/resources/radial_gradient.glsl index 4311fc5d63..59fad00290 100644 --- a/gsk/gl/resources/radial_gradient.glsl +++ b/gsk/gl/resources/radial_gradient.glsl @@ -3,7 +3,7 @@ uniform vec4 u_geometry; -_NOPERSPECTIVE_ _OUT_ vec2 coord; +_OUT_ vec2 coord; void main() { gl_Position = u_projection * (u_modelview * vec4(aPosition, 0.0, 1.0)); @@ -32,7 +32,7 @@ uniform bool u_repeat; uniform vec2 u_range; uniform float u_color_stops[MAX_COLOR_STOPS * 5]; -_NOPERSPECTIVE_ _IN_ vec2 coord; +_IN_ vec2 coord; float get_offset(int index) { // u_color_stops[5 * index] makes Intel Windows driver crash. -- 2.30.2