abstreet/widgetry/shaders/vertex_140.glsl

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Fix glow backend on mac Without this change, the screen was blank when using the glow backend on macos. Some debugging traced it down to the shader attribute configuration. @dabreegster suggested trying to declare a newer version of the shader language which supports the syntax for explicit attribute layout, which fixed it. Specifically, before this commit, this diff was interesting on macos: diff --git a/ezgui/src/backend_glow.rs b/ezgui/src/backend_glow.rs index 2046bccd..f834a4fa 100644 --- a/ezgui/src/backend_glow.rs +++ b/ezgui/src/backend_glow.rs @@ -244,31 +244,7 @@ impl PrerenderInnards { glow::FLOAT, false, stride, - // WTF: this offset seems correct, but on macos (OpenGL 4.1) - // a blank screen is rendered. - // - // To debug, I've hardcoded a color assignment in the fragment shader. - // - // What's fascinating is that, even if we don't use this second "style" - // input for anything, the mere act of passing it in with the expected - // offset causes all the geometries to not be visible. - // - // That is: - // - with a hardcoded color in the fragment shader - // - set offset `0` here (which is surely wrong?) - // - I can see the correct shapes with my hardcoded color - // - // - with a hardcoded color in the fragment shader - // - set offset `2*size_of(f32)` here (which should be right) - // - I'd expect to see the correct shapes with my hardcoded color - // - But instead I can no longer see any shapes on the screen - // - // So it seems like something about setting the offset on this second attribute - // configuration is corrupting our vertex data, even if we never read from that - // attribute data. - // - // 2 * std::mem::size_of::<f32>() as i32, - 0 + 2 * std::mem::size_of::<f32>() as i32, );
2020-08-19 18:30:20 +03:00
#version 410
// (x offset, y offset, zoom)
uniform vec3 transform;
// (window width, window height, z value)
uniform vec3 window;
// textures grid
uniform sampler2DArray textures;
layout (location = 0) in vec3 position;
layout (location = 1) in vec4 color;
layout (location = 2) in float texture_index;
out vec4 fs_color;
out vec3 fs_texture_coord;
void main() {
fs_color = color;
float zoom = transform[2];
// This is map_to_screen
float screen_x = (position[0] * zoom) - transform[0];
float screen_y = (position[1] * zoom) - transform[1];
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// Translate position to normalized device coordinates (NDC)
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float x = (screen_x / window[0] * 2.0) - 1.0;
float y = (screen_y / window[1] * 2.0) - 1.0;
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// largest absolute value for layer base z values in drawing.rs (i.e.
// MAPSPACE_Z vs. TOOLTIP_Z)
float z_range = 2.0;
// we increment z up to 1.0 to affect ordering within a layer, so consider
// that when scaling z to NDC too
float z_scale = z_range + 1.0;
float z = (position[2] + window[2]) / z_scale;
// Note the y inversion
gl_Position = vec4(x, -y, z, 1.0);
// An arbitrary factor to scale the textures we're using.
//
// The proper value depends on the design of the particular sprite sheet.
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// If we want to support multiple sprite sheets, this could become a
// uniform, or a vertex attribute depending on how we expect it to change.
float texture_scale = 16.0;
float t_x = ((position[0] * zoom)) / texture_scale / zoom;
float t_y = ((position[1] * zoom)) / texture_scale / zoom;
fs_texture_coord = vec3(vec2(t_x, t_y), texture_index);
}