Keep valgrind happy by using tight vec3 packing instead of lax vec4 with

an unused coordinate missing.
This commit is contained in:
Antony Riakiotakis 2015-05-11 14:14:06 +02:00
parent 5588a51c9c
commit cc1883468d
2 changed files with 6 additions and 6 deletions

@ -717,12 +717,12 @@ bool GPU_fx_do_composite_pass(GPUFX *fx, float projmat[4][4], bool is_persp, str
int ssao_uniform, ssao_color_uniform, viewvecs_uniform, ssao_sample_params_uniform;
int ssao_jitter_uniform, ssao_concentric_tex;
float ssao_params[4] = {fx_ssao->distance_max, fx_ssao->factor, fx_ssao->attenuation, 0.0f};
float sample_params[4];
float sample_params[3];
sample_params[0] = fx->ssao_sample_count_cache;
/* multiplier so we tile the random texture on screen */
sample_params[2] = fx->gbuffer_dim[0] / 64.0;
sample_params[3] = fx->gbuffer_dim[1] / 64.0;
sample_params[1] = fx->gbuffer_dim[0] / 64.0;
sample_params[2] = fx->gbuffer_dim[1] / 64.0;
ssao_params[3] = (passes_left == 1) ? dfdyfac[0] : dfdyfac[1];
@ -740,7 +740,7 @@ bool GPU_fx_do_composite_pass(GPUFX *fx, float projmat[4][4], bool is_persp, str
GPU_shader_uniform_vector(ssao_shader, ssao_uniform, 4, 1, ssao_params);
GPU_shader_uniform_vector(ssao_shader, ssao_color_uniform, 4, 1, fx_ssao->color);
GPU_shader_uniform_vector(ssao_shader, viewvecs_uniform, 4, 3, viewvecs[0]);
GPU_shader_uniform_vector(ssao_shader, ssao_sample_params_uniform, 4, 1, sample_params);
GPU_shader_uniform_vector(ssao_shader, ssao_sample_params_uniform, 3, 1, sample_params);
GPU_texture_bind(src, numslots++);
GPU_shader_uniform_texture(ssao_shader, color_uniform, src);

@ -15,7 +15,7 @@ varying vec4 uvcoordsvar;
/* ssao_params.x : pixel scale for the ssao radious */
/* ssao_params.y : factor for the ssao darkening */
uniform vec4 ssao_params;
uniform vec4 ssao_sample_params;
uniform vec3 ssao_sample_params;
uniform vec4 ssao_color;
/* store the view space vectors for the corners of the view frustum here.
@ -34,7 +34,7 @@ vec3 calculate_view_space_normal(in vec3 viewposition)
float calculate_ssao_factor(float depth)
{
/* take the normalized ray direction here */
vec2 rotX = texture2D(jitter_tex, uvcoordsvar.xy * ssao_sample_params.zw).rg;
vec2 rotX = texture2D(jitter_tex, uvcoordsvar.xy * ssao_sample_params.yz).rg;
vec2 rotY = vec2(-rotX.y, rotX.x);
/* occlusion is zero in full depth */