vcl/opengl/invert50FragmentShader.glsl | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-)
New commits: commit 8cf3f7bb7eba6fcddb42b6b789e5e4372a23f6b5 Author: Tomaž Vajngerl <tomaz.vajng...@collabora.com> Date: Tue Feb 9 22:23:51 2016 +0100 opengl: invert50 shader compilation error - can't assign vec4 to vec2 - LHS of `&&' must be scalar boolean Change-Id: I46bef7d41198ed1a33f9c3f7796f25358849852e diff --git a/vcl/opengl/invert50FragmentShader.glsl b/vcl/opengl/invert50FragmentShader.glsl index 76f3e1f..8fac1cc 100644 --- a/vcl/opengl/invert50FragmentShader.glsl +++ b/vcl/opengl/invert50FragmentShader.glsl @@ -10,9 +10,9 @@ /*precision mediump float;*/ void main() { - vec2 tex_mod = mod(gl_FragCoord, 2); - bool bLeft = tex_mod.x > 0 && tex_mod.x < 1; - bool bTop = tex_mod.y > 0 && tex_mod.y < 1; + vec2 tex_mod = mod(gl_FragCoord, 2).xy; + bool bLeft = (tex_mod.x > 0.0) && (tex_mod.x < 1.0); + bool bTop = (tex_mod.y > 0.0) && (tex_mod.y < 1.0); // horrors - where is the XOR operator ? if ((bTop && bLeft) || (!bTop && !bLeft)) gl_FragColor = vec4(255,255,255,0);
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