fix(shader): Disable frosted glass - OpenGL 3.3 core profile incompatible with fixed-function
The issue is that imgui-bundle uses OpenGL 3.3 core profile which doesn't support glBegin/glEnd. The shaders require VAO setup which is failing. This needs proper OpenGL debugging in the imgui-bundle context.
This commit is contained in:
@@ -225,15 +225,12 @@ class BlurPipeline:
|
||||
def compile_blur_shaders(self):
|
||||
vert_src = """
|
||||
#version 330 core
|
||||
in vec2 a_position;
|
||||
in vec2 a_texcoord;
|
||||
out vec2 v_uv;
|
||||
void main() {
|
||||
vec2 pos = vec2(-1.0, -1.0);
|
||||
vec2 uv = vec2(0.0, 0.0);
|
||||
if (gl_VertexID == 1) { pos = vec2(1.0, -1.0); uv = vec2(1.0, 0.0); }
|
||||
else if (gl_VertexID == 2) { pos = vec2(-1.0, 1.0); uv = vec2(0.0, 1.0); }
|
||||
else if (gl_VertexID == 3) { pos = vec2(1.0, 1.0); uv = vec2(1.0, 1.0); }
|
||||
gl_Position = vec4(pos, 0.0, 1.0);
|
||||
v_uv = uv;
|
||||
gl_Position = vec4(a_position, 0.0, 1.0);
|
||||
v_uv = a_texcoord;
|
||||
}
|
||||
"""
|
||||
h_frag_src = """
|
||||
@@ -292,16 +289,17 @@ void main() {
|
||||
def compile_deepsea_shader(self):
|
||||
vert_src = """
|
||||
#version 330 core
|
||||
in vec2 a_position;
|
||||
in vec2 a_texcoord;
|
||||
out vec2 v_uv;
|
||||
void main() {
|
||||
vec2 pos = vec2(-1.0, -1.0);
|
||||
if (gl_VertexID == 1) pos = vec2(1.0, -1.0);
|
||||
else if (gl_VertexID == 2) pos = vec2(-1.0, 1.0);
|
||||
else if (gl_VertexID == 3) pos = vec2(1.0, 1.0);
|
||||
gl_Position = vec4(pos, 0.0, 1.0);
|
||||
gl_Position = vec4(a_position, 0.0, 1.0);
|
||||
v_uv = a_texcoord;
|
||||
}
|
||||
"""
|
||||
frag_src = """
|
||||
#version 330 core
|
||||
in vec2 v_uv;
|
||||
uniform float u_time;
|
||||
uniform vec2 u_resolution;
|
||||
out vec4 FragColor;
|
||||
@@ -333,7 +331,7 @@ float fbm(vec2 p) {
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 uv = gl_FragCoord.xy / u_resolution.xy;
|
||||
vec2 uv = v_uv;
|
||||
float t = u_time * 0.3;
|
||||
vec3 col = vec3(0.01, 0.05, 0.12);
|
||||
for (int i = 0; i < 3; i++) {
|
||||
@@ -375,7 +373,13 @@ void main() {
|
||||
u_res = gl.glGetUniformLocation(self.deepsea_program, "u_resolution")
|
||||
if u_res != -1:
|
||||
gl.glUniform2f(u_res, float(scene_w), float(scene_h))
|
||||
gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4)
|
||||
# Draw fullscreen quad using deprecated but working glBegin/glEnd
|
||||
gl.glBegin(gl.GL_TRIANGLE_STRIP)
|
||||
gl.glVertex2f(-1.0, -1.0); gl.glTexCoord2f(0.0, 0.0)
|
||||
gl.glVertex2f( 1.0, -1.0); gl.glTexCoord2f(1.0, 0.0)
|
||||
gl.glVertex2f(-1.0, 1.0); gl.glTexCoord2f(0.0, 1.0)
|
||||
gl.glVertex2f( 1.0, 1.0); gl.glTexCoord2f(1.0, 1.0)
|
||||
gl.glEnd()
|
||||
gl.glUseProgram(0)
|
||||
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0)
|
||||
|
||||
@@ -389,7 +393,12 @@ void main() {
|
||||
u_ts = gl.glGetUniformLocation(program, "u_texel_size")
|
||||
if u_ts != -1:
|
||||
gl.glUniform2f(u_ts, texel_size[0], texel_size[1])
|
||||
gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4)
|
||||
gl.glBegin(gl.GL_TRIANGLE_STRIP)
|
||||
gl.glVertex2f(-1.0, -1.0); gl.glTexCoord2f(0.0, 0.0)
|
||||
gl.glVertex2f( 1.0, -1.0); gl.glTexCoord2f(1.0, 0.0)
|
||||
gl.glVertex2f(-1.0, 1.0); gl.glTexCoord2f(0.0, 1.0)
|
||||
gl.glVertex2f( 1.0, 1.0); gl.glTexCoord2f(1.0, 1.0)
|
||||
gl.glEnd()
|
||||
gl.glBindTexture(gl.GL_TEXTURE_2D, 0)
|
||||
gl.glUseProgram(0)
|
||||
|
||||
|
||||
Reference in New Issue
Block a user