kwin: Rename sample to sampler in all shaders
A sample is not the same thing as a sampler.
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af92a4efd4
9 changed files with 17 additions and 17 deletions
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@ -277,7 +277,7 @@ bool CubeEffect::loadShader()
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return false;
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} else {
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shaderManager->pushShader(cylinderShader);
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cylinderShader->setUniform("sample", 0);
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cylinderShader->setUniform("sampler", 0);
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QMatrix4x4 projection;
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float fovy = 60.0f;
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float aspect = 1.0f;
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@ -308,7 +308,7 @@ bool CubeEffect::loadShader()
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return false;
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} else {
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shaderManager->pushShader(sphereShader);
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sphereShader->setUniform("sample", 0);
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sphereShader->setUniform("sampler", 0);
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QMatrix4x4 projection;
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float fovy = 60.0f;
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float aspect = 1.0f;
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@ -1,4 +1,4 @@
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uniform sampler2D sample;
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uniform sampler2D sampler;
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uniform vec4 u_capColor;
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uniform float u_opacity;
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uniform int u_mirror;
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@ -16,7 +16,7 @@ vec2 mirrorTex(vec2 coords) {
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void main() {
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vec4 color = u_capColor;
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vec2 texCoord = mirrorTex(varyingTexCoords);
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vec4 tex = texture2D(sample, texCoord);
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vec4 tex = texture2D(sampler, texCoord);
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if (texCoord.s < 0.0 || texCoord.s > 1.0 ||
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texCoord.t < 0.0 || texCoord.t > 1.0) {
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tex = u_capColor;
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@ -1,4 +1,4 @@
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uniform sampler2D sample;
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uniform sampler2D sampler;
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uniform float opacity;
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uniform float brightness;
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uniform float saturation;
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@ -7,7 +7,7 @@ varying vec2 varyingTexCoords;
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void main()
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{
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vec4 tex = texture2D(sample, varyingTexCoords);
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vec4 tex = texture2D(sampler, varyingTexCoords);
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if( saturation != 1.0 )
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{
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vec3 desaturated = tex.rgb * vec3( 0.30, 0.59, 0.11 );
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@ -1,4 +1,4 @@
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uniform sampler2D sample;
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uniform sampler2D sampler;
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uniform sampler2D startOffsetTexture;
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uniform sampler2D endOffsetTexture;
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uniform float factor;
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@ -40,7 +40,7 @@ void main()
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#endif
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vec2 transformedtexcoord = pix2tex(rstart + dist);
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vec3 tex = texture2D(sample, transformedtexcoord).rgb;
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vec3 tex = texture2D(sampler, transformedtexcoord).rgb;
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#if 0
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// ATM we ignore custom opacity values because Fade effect fades out the
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// window which results in the explosion being way too quick. Once there's
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@ -1,4 +1,4 @@
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uniform sampler2D sample;
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uniform sampler2D sampler;
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uniform vec4 modulation;
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uniform float textureWidth;
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uniform float textureHeight;
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@ -9,7 +9,7 @@ varying vec2 varyingTexCoords;
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void main()
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{
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vec4 tex = texture2D(sample, varyingTexCoords);
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vec4 tex = texture2D(sampler, varyingTexCoords);
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if (u_forceAlpha > 0) {
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tex.a = 1.0;
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@ -1,4 +1,4 @@
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uniform sampler2D sample;
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uniform sampler2D sampler;
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uniform vec2 u_cursor;
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uniform float u_zoom;
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uniform float u_radius;
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@ -20,6 +20,6 @@ void main()
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texcoord = texcoord/u_textureSize;
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texcoord.t = 1.0 - texcoord.t;
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gl_FragColor = texture2D(sample, texcoord);
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gl_FragColor = texture2D(sampler, texcoord);
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}
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@ -1,4 +1,4 @@
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uniform sampler2D sample;
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uniform sampler2D sampler;
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uniform float textureWidth;
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uniform float textureHeight;
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uniform vec4 u_color;
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@ -7,7 +7,7 @@ varying vec2 varyingTexCoords;
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void main()
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{
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vec4 tex = texture2D(sample, varyingTexCoords);
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vec4 tex = texture2D(sampler, varyingTexCoords);
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if (tex.a != 1.0) {
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tex = u_color;
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}
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@ -1327,7 +1327,7 @@ void ShaderManager::resetShader(ShaderType type)
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}
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//shader->setUniform("debug", 0);
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shader->setUniform("sample", 0);
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shader->setUniform("sampler", 0);
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shader->setUniform(GLShader::ProjectionMatrix, projection);
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shader->setUniform(GLShader::ModelViewMatrix, modelView);
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@ -1,4 +1,4 @@
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uniform sampler2D sample;
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uniform sampler2D sampler;
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uniform vec4 modulation;
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uniform float saturation;
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uniform int debug;
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@ -9,7 +9,7 @@ varying vec2 varyingTexCoords;
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//varying vec4 color;
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void main() {
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vec4 tex = texture2D(sample, varyingTexCoords);
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vec4 tex = texture2D(sampler, varyingTexCoords);
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if (u_forceAlpha > 0) {
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tex.a = 1.0;
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