From d44098180c43211e067cc75c5ae354fe09f55210 Mon Sep 17 00:00:00 2001 From: Sergii Liebodkin Date: Thu, 17 Jul 2025 16:49:48 +0300 Subject: [PATCH] gl_engine: remove level parameter from blur level parameter removed from blur and dropshadows shaders. data structures alligment keeped --- src/renderer/gl_engine/tvgGlEffect.cpp | 6 +----- src/renderer/gl_engine/tvgGlShaderSrc.cpp | 6 +++--- 2 files changed, 4 insertions(+), 8 deletions(-) diff --git a/src/renderer/gl_engine/tvgGlEffect.cpp b/src/renderer/gl_engine/tvgGlEffect.cpp index f3c24d5b..1e8d5046 100644 --- a/src/renderer/gl_engine/tvgGlEffect.cpp +++ b/src/renderer/gl_engine/tvgGlEffect.cpp @@ -32,13 +32,11 @@ /* Gaussian Blur */ /************************************************************************/ -#define GL_GAUSSIAN_MAX_LEVEL 3 - struct GlGaussianBlur { - int level{}; float sigma{}; float scale{}; float extend{}; + float dummy0{}; }; @@ -64,7 +62,6 @@ void GlEffect::update(RenderEffectGaussianBlur* effect, const Matrix& transform) blur->sigma = effect->sigma; blur->scale = std::sqrt(transform.e11 * transform.e11 + transform.e12 * transform.e12); blur->extend = 2 * blur->sigma * blur->scale; - blur->level = int(GL_GAUSSIAN_MAX_LEVEL * ((effect->quality - 1) * 0.01f)) + 1; effect->rd = blur; effect->valid = (blur->extend > 0); } @@ -135,7 +132,6 @@ void GlEffect::update(RenderEffectDropShadow* effect, const Matrix& transform) }; dropShadow->sigma = sigma; dropShadow->scale = scale; - dropShadow->level = int(GL_GAUSSIAN_MAX_LEVEL * ((effect->quality - 1) * 0.01f)) + 1; dropShadow->color[3] = effect->color[3] / 255.0f; //Drop shadow effect applies blending in the shader (GL_BLEND disabled), so the color should be premultiplied: dropShadow->color[0] = effect->color[0] / 255.0f * dropShadow->color[3]; diff --git a/src/renderer/gl_engine/tvgGlShaderSrc.cpp b/src/renderer/gl_engine/tvgGlShaderSrc.cpp index 5f1165eb..3e7315e9 100644 --- a/src/renderer/gl_engine/tvgGlShaderSrc.cpp +++ b/src/renderer/gl_engine/tvgGlShaderSrc.cpp @@ -740,10 +740,10 @@ void main() const char* GAUSSIAN_VERTICAL = R"( uniform sampler2D uSrcTexture; layout(std140) uniform Gaussian { - int level; float sigma; float scale; float extend; + float dummy0; } uGaussian; in vec2 vUV; @@ -776,10 +776,10 @@ void main() const char* GAUSSIAN_HORIZONTAL = R"( uniform sampler2D uSrcTexture; layout(std140) uniform Gaussian { - int level; float sigma; float scale; float extend; + float dummy0; } uGaussian; in vec2 vUV; @@ -813,10 +813,10 @@ const char* EFFECT_DROPSHADOW = R"( uniform sampler2D uSrcTexture; uniform sampler2D uBlrTexture; layout(std140) uniform DropShadow { - int level; float sigma; float scale; float extend; + float dummy0; vec4 color; vec2 offset; } uDropShadow;