https://bugs.freedesktop.org/show_bug.cgi?id=30007 --- Comment #22 from davide <marsicanbear@xxxxxxxxx> 2010-09-12 15:55:58 PDT --- Yes, for sure there are two separate issues: the black thumbnails (for which Fredrick seems to have identified the problem) and the blur issue I reported (for which, as far as I understood, it is not clear by what it is caused). Just let me know if I can do any test or something to help you track the source of the bug. (In reply to comment #21) > (In reply to comment #20) > > Why would you use relative addressing (= indirect indexing) in the fragment > > shader then? If it's not indexing with a loop counter (my assumption), what is > > it? > > The shader used for scaling the thumbnails is indeed indexing with a loop > counter. That shader looks like this: > > uniform sampler2D texUnit; > uniform vec2 offsets[25]; > uniform vec4 kernel[25]; > uniform int kernelSize; > > void main(void) > { > vec4 sum = texture2D(texUnit, gl_TexCoord[0].st) * kernel[0]; > for (int i = 1; i < kernelSize; i++) { > sum += texture2D(texUnit, gl_TexCoord[0].st - offsets[i]) * kernel[i]; > sum += texture2D(texUnit, gl_TexCoord[0].st + offsets[i]) * kernel[i]; > } > gl_FragColor = sum; > } > > That's why I think it's this shader that failed to compile. But this is not the > shader that's used by the blur effect (which this bug report was about). So I > believe we're looking at two separate issues here. -- Configure bugmail: https://bugs.freedesktop.org/userprefs.cgi?tab=email ------- You are receiving this mail because: ------- You are the assignee for the bug. _______________________________________________ dri-devel mailing list dri-devel@xxxxxxxxxxxxxxxxxxxxx http://lists.freedesktop.org/mailman/listinfo/dri-devel