From 3c1cd2873b772fbf82184fbf36e8ae891d9829cf Mon Sep 17 00:00:00 2001 From: santouits Date: Tue, 22 Jan 2019 00:42:26 +0200 Subject: WebGL1 some changes glRenderBufferStorage doesn't accept the _DEPTH_COMPONENT24_OES so I changed it to GL_DEPTH_COMPONENT16 https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/renderbufferStorage https://www.khronos.org/registry/webgl/extensions/rejected/OES_depth24/ Enabled ext_shader_texture_lod extension. I guess it does the same like the GL_ARB_shader_texture_lod extension, but in WebGL1 https://www.khronos.org/registry/webgl/extensions/EXT_shader_texture_lod/ And last WebGL1 doesn't allow indexes not constant, so I changed it into a loop reading this: https://stackoverflow.com/questions/19529690/index-expression-must-be-constant-webgl-glsl-error --- drivers/gles2/shaders/cubemap_filter.glsl | 18 ++++++++++++++++-- 1 file changed, 16 insertions(+), 2 deletions(-) (limited to 'drivers/gles2/shaders') diff --git a/drivers/gles2/shaders/cubemap_filter.glsl b/drivers/gles2/shaders/cubemap_filter.glsl index 06274a7698..f551cdb52b 100644 --- a/drivers/gles2/shaders/cubemap_filter.glsl +++ b/drivers/gles2/shaders/cubemap_filter.glsl @@ -25,9 +25,17 @@ void main() { /* clang-format off */ [fragment] +#ifdef GL_EXT_shader_texture_lod +#extension GL_EXT_shader_texture_lod : enable +#define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod) +#define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod) +#endif + +#ifdef GL_ARB_shader_texture_lod #extension GL_ARB_shader_texture_lod : enable +#endif -#ifndef GL_ARB_shader_texture_lod +#if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod) #define texture2DLod(img, coord, lod) texture2D(img, coord) #define textureCubeLod(img, coord, lod) textureCube(img, coord) #endif @@ -118,7 +126,13 @@ vec3 texelCoordToVec(vec2 uv, int faceID) { faceUvVectors[5][2] = vec3(0.0, 0.0, 1.0); // +z face // out = u * s_faceUv[0] + v * s_faceUv[1] + s_faceUv[2]. - vec3 result = (faceUvVectors[faceID][0] * uv.x) + (faceUvVectors[faceID][1] * uv.y) + faceUvVectors[faceID][2]; + vec3 result; + for (int i = 0; i < 6; i++) { + if (i == faceID) { + result = (faceUvVectors[i][0] * uv.x) + (faceUvVectors[i][1] * uv.y) + faceUvVectors[i][2]; + break; + } + } return normalize(result); } -- cgit v1.2.3