fix shader for Apple devices
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@@ -24,15 +24,21 @@ void main()
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highp vec4 bg = texture(tex_bg, uv);
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if (bg.a == 0.0)
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{
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highp ivec2 sz = textureSize(tex_bg, 0);
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highp ivec2 uv_raster = ivec2(uv * vec2(sz));
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highp vec4 sum = vec4(0.0);
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for (int y = -1; y <= 1; y++)
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{
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for (int x = -1; x <= 1; x++)
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{
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highp vec4 c = textureOffset(tex_bg, uv, ivec2(x, y));
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sum += vec4(c.rgb * c.a, c.a);
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}
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}
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highp vec4 c;
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c = texelFetch(tex_bg, uv_raster + ivec2(-1, -1), 0); sum += vec4(c.rgb * c.a, c.a);
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c = texelFetch(tex_bg, uv_raster + ivec2(-1, 0), 0); sum += vec4(c.rgb * c.a, c.a);
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c = texelFetch(tex_bg, uv_raster + ivec2(-1, 1), 0); sum += vec4(c.rgb * c.a, c.a);
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c = texelFetch(tex_bg, uv_raster + ivec2( 0, -1), 0); sum += vec4(c.rgb * c.a, c.a);
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c = texelFetch(tex_bg, uv_raster + ivec2( 0, 1), 0); sum += vec4(c.rgb * c.a, c.a);
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c = texelFetch(tex_bg, uv_raster + ivec2( 1, -1), 0); sum += vec4(c.rgb * c.a, c.a);
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c = texelFetch(tex_bg, uv_raster + ivec2( 1, 0), 0); sum += vec4(c.rgb * c.a, c.a);
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c = texelFetch(tex_bg, uv_raster + ivec2( 1, 1), 0); sum += vec4(c.rgb * c.a, c.a);
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frag = sum.a > 0.0 ? vec4(sum.rgb / sum.a, 0.0) : bg;
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}
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else
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@@ -259,7 +259,7 @@ void RTT::clear_mask(glm::bool4 mask, glm::vec4 color)
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{
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// save old state
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std::array<GLboolean, 4> old_mask;
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glGetBooleanv(GL_COLOR_WRITEMASK, std::data(old_mask));
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glGetBooleanv(GL_COLOR_WRITEMASK, old_mask.data());
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// clear with mask
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glColorMask(mask.r, mask.g, mask.b, mask.a);
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@@ -15,7 +15,8 @@ std::string Shader::read(const std::string& path)
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if (a.open(path.c_str()))
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{
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struct stat tmp_info;
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if (stat(path.c_str(), &tmp_info) == 0)
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std::string abs_path = Asset::absolute(path);
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if (stat(abs_path.c_str(), &tmp_info) == 0)
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m_deps[path] = tmp_info;
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std::regex reg_include(R"!(#include "([^"]+)")!");
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@@ -133,7 +134,8 @@ bool Shader::reload()
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struct stat tmp_info;
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for (auto& d : m_deps)
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{
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if (stat(d.first.c_str(), &tmp_info) != 0)
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std::string abs_path = Asset::absolute(d.first);
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if (stat(abs_path.c_str(), &tmp_info) != 0)
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continue;
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if (tmp_info.st_mtime > d.second.st_mtime)
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{
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