bool is a non-standard glsl type not recognized by all OpenGL drivers

This commit is contained in:
Dan Paulat 2024-03-14 00:05:47 -05:00
parent 6907ade2ae
commit 15c0ddc327
4 changed files with 8 additions and 8 deletions

View file

@ -25,7 +25,7 @@ out VertexData
vec3 texCoord; vec3 texCoord;
vec4 color; vec4 color;
ivec2 timeRange; ivec2 timeRange;
bool displayed; int displayed;
} vsOut; } vsOut;
smooth out vec3 texCoord; smooth out vec3 texCoord;
@ -43,7 +43,7 @@ vec2 latLngToScreenCoordinate(in vec2 latLng)
void main() void main()
{ {
// Always set displayed to true // Always set displayed to true
vsOut.displayed = true; vsOut.displayed = 1;
// Pass the threshold and time range to the geometry shader // Pass the threshold and time range to the geometry shader
vsOut.threshold = aThreshold; vsOut.threshold = aThreshold;

View file

@ -16,7 +16,7 @@ out VertexData
vec3 texCoord; vec3 texCoord;
vec4 color; vec4 color;
ivec2 timeRange; ivec2 timeRange;
bool displayed; int displayed;
} vsOut; } vsOut;
smooth out vec4 color; smooth out vec4 color;
@ -24,7 +24,7 @@ smooth out vec4 color;
void main() void main()
{ {
// Always set displayed to true // Always set displayed to true
vsOut.displayed = true; vsOut.displayed = 1;
// Pass the threshold and time range to the geometry shader // Pass the threshold and time range to the geometry shader
vsOut.threshold = aThreshold; vsOut.threshold = aThreshold;

View file

@ -17,7 +17,7 @@ out VertexData
vec3 texCoord; vec3 texCoord;
vec4 color; vec4 color;
ivec2 timeRange; ivec2 timeRange;
bool displayed; int displayed;
} vsOut; } vsOut;
smooth out vec3 texCoord; smooth out vec3 texCoord;
@ -30,7 +30,7 @@ void main()
vsOut.timeRange = ivec2(0, 0); vsOut.timeRange = ivec2(0, 0);
// Pass displayed to the geometry shader // Pass displayed to the geometry shader
vsOut.displayed = (aDisplayed != 0); vsOut.displayed = aDisplayed;
// Pass the texture coordinate and color modulate to the geometry and // Pass the texture coordinate and color modulate to the geometry and
// fragment shaders // fragment shaders

View file

@ -12,7 +12,7 @@ in VertexData
vec3 texCoord; vec3 texCoord;
vec4 color; vec4 color;
ivec2 timeRange; ivec2 timeRange;
bool displayed; int displayed;
} gsIn[]; } gsIn[];
smooth out vec3 texCoord; smooth out vec3 texCoord;
@ -20,7 +20,7 @@ smooth out vec4 color;
void main() void main()
{ {
if (gsIn[0].displayed && if (gsIn[0].displayed != 0 &&
(gsIn[0].threshold <= 0 || // If Threshold: 0 was specified, no threshold (gsIn[0].threshold <= 0 || // If Threshold: 0 was specified, no threshold
gsIn[0].threshold >= uMapDistance || // If Threshold is above current map distance gsIn[0].threshold >= uMapDistance || // If Threshold is above current map distance
gsIn[0].threshold >= 999) && // If Threshold: 999 was specified (or greater), no threshold gsIn[0].threshold >= 999) && // If Threshold: 999 was specified (or greater), no threshold