https://bugs.freedesktop.org/show_bug.cgi?id=30007
--- Comment #21 from Fredrik H?glund <fredrik at kde.org> 2010-09-12 15:51:45
PDT ---
(In reply to comment #20)
> Why would you use relative addressing (= indirect indexing) in the fragment
> shader then? If it's not indexing with a loop counter (my assumption), what is
> it?
The shader used for scaling the thumbnails is indeed indexing with a loop
counter. That shader looks like this:
uniform sampler2D texUnit;
uniform vec2 offsets[25];
uniform vec4 kernel[25];
uniform int kernelSize;
void main(void)
{
vec4 sum = texture2D(texUnit, gl_TexCoord[0].st) * kernel[0];
for (int i = 1; i < kernelSize; i++) {
sum += texture2D(texUnit, gl_TexCoord[0].st - offsets[i]) * kernel[i];
sum += texture2D(texUnit, gl_TexCoord[0].st + offsets[i]) * kernel[i];
}
gl_FragColor = sum;
}
That's why I think it's this shader that failed to compile. But this is not the
shader that's used by the blur effect (which this bug report was about). So I
believe we're looking at two separate issues here.
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