gradient shaders: Reduce out values as well

We only do 6 color stops here now. Also works around a driver bug.

Fixes #3196
This commit is contained in:
Timm Bäder 2020-09-26 08:43:36 +02:00 committed by Matthias Clasen
parent 67c6f0a08a
commit 982ebf1b69
2 changed files with 8 additions and 8 deletions

View File

@ -9,8 +9,8 @@ _OUT_ vec2 endPoint;
_OUT_ float maxDist;
_OUT_ vec2 gradient;
_OUT_ float gradientLength;
_OUT_ vec4 color_stops[8];
_OUT_ float color_offsets[8];
_OUT_ vec4 color_stops[6];
_OUT_ float color_offsets[6];
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
@ -44,8 +44,8 @@ _IN_ vec2 endPoint;
_IN_ float maxDist;
_IN_ vec2 gradient;
_IN_ float gradientLength;
_IN_ vec4 color_stops[8];
_IN_ float color_offsets[8];
_IN_ vec4 color_stops[6];
_IN_ float color_offsets[6];
void main() {
// Position relative to startPoint

View File

@ -7,8 +7,8 @@ uniform vec2 u_radius;
uniform vec2 u_center;
_OUT_ vec2 center;
_OUT_ vec4 color_stops[8];
_OUT_ float color_offsets[8];
_OUT_ vec4 color_stops[6];
_OUT_ float color_offsets[6];
_OUT_ float start;
_OUT_ float end;
@ -39,8 +39,8 @@ uniform vec2 u_radius;
uniform float u_end;
_IN_ vec2 center;
_IN_ vec4 color_stops[8];
_IN_ float color_offsets[8];
_IN_ vec4 color_stops[6];
_IN_ float color_offsets[6];
_IN_ float start;
_IN_ float end;