A small question about the default shaders...
I took a look at the default vertex shader you made for Vivante and the regular default vertex shaders...
Though, I don't really see much of a difference than that addColor method/function that replaces the regular color adding lines in the main method/function.
How is this a fix for Vivante chips? It does the exact same thing...
EDIT:
Well I fixed the issue I guess but it was really annoying to fix this...
But basically, I just moved some variables to the vertex shader as varying variables that would otherwise have been calculated in the fragment shader...
What wouldn't work is this for example (not my actual code but for example...):
#vertex shader
varying float angle;
varying float variable1;
varying float variable2;
void main(){
angle = 0.5;
variable1 = 0.1;
variable2 = 0.2;
}
#fragment shader
varying float angle;
varying float variable1;
varying float variable2;
const vec4 col1 = vec4(1.0);
const vec4 col2 = vec4(0.75);
const vec4 col3 = vec4(0.5);
void main(){
if(angle<0.0){
col = mix(col1,mix(col2,mix(col3,col4,-angle),variable1),variable2);
}else{
col = col1;
}
}
So my fix would basically have been this...:
#vertex shader
varying float angle;
varying float anglePos;
varying float variable1;
varying float variable2;
void main(){
angle = 0.5;
anglePos = -angle;
variable1 = 0.1;
variable2 = 0.2;
}
#fragment shader
varying float angle;
varying float anglePos;
varying float variable1;
varying float variable2;
const vec4 col1 = vec4(1.0);
const vec4 col2 = vec4(0.75);
const vec4 col3 = vec4(0.5);
void main(){
if(angle<0.0){
col = mix(col1,mix(col2,mix(col3,col4,anglePos),variable1),variable2);
}else{
col = col1;
}
}
Something like that...
Anyway, thanks for the help!
I guess it's all sorted now
I can extend the limit to 16384 or 32768 in the next version...no problem with that.
And thanks for this too if it will happen