Tweak the code in the fragment shader to get the Mesa GLSL compiler to emit

MAD's instead of MUL + ADD.

svn path=/trunk/KDE/kdebase/workspace/; revision=1136438
This commit is contained in:
Fredrik Höglund 2010-06-09 20:59:24 +00:00
parent bf1b0738d3
commit b13174e785

View file

@ -260,7 +260,7 @@ void GLSLBlurShader::init()
stream2 << "{\n";
stream2 << " vec4 sum = texture2D(texUnit, samplePos0) * kernel0;\n";
for (int i = 1; i < size; i++)
stream2 << " sum += texture2D(texUnit, samplePos" << i << ") * kernel"
stream2 << " sum = sum + texture2D(texUnit, samplePos" << i << ") * kernel"
<< (i > center ? size - i - 1 : i) << ";\n";
stream2 << " gl_FragColor = sum;\n";
stream2 << "}\n";