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Fixed an issue where slop doesn't know where the shaders are located, by adding another CMake variable and fixed refract fragment shader.

naelstrof 8 years ago
parent
commit
65acba31ae
3 changed files with 9 additions and 3 deletions
  1. 6
    2
      CMakeLists.txt
  2. 1
    1
      README.md
  3. 2
    0
      share/slop/refract.frag

+ 6
- 2
CMakeLists.txt View File

@@ -2,7 +2,7 @@ cmake_minimum_required( VERSION 2.8 )
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 project( "slop" )
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 set( slop_VERSION_MAJOR 4 )
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-set( slop_VERSION_MINOR 2 )
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+set( slop_VERSION_MINOR 3 )
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 set( slop_VERSION_PATCH 20 )
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 set( CMAKE_OPENGL_SUPPORT FALSE CACHE BOOL "Whether or not to compile with OpenGL, shaders, magnification, and theming support." )
@@ -12,6 +12,10 @@ if( NOT CMAKE_INSTALL_PREFIX )
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    set( CMAKE_INSTALL_PREFIX "/usr" )
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 endif()
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+if( NOT INSTALL_PREFIX )
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+   set( INSTALL_PREFIX "${CMAKE_INSTALL_PREFIX}" CACHE PATH "The path where slop thinks it resides in, so that it can find the shaders. This is not necessarily the CMAKE_INSTALL_PREFIX. For example if the shaders will exist in /usr/share/slop, INSTALL_PREFIX should be \"/usr\"." )
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+endif()
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+
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 if( NOT CMAKE_CONFIGURATION_TYPES AND NOT CMAKE_BUILD_TYPE )
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    set( CMAKE_BUILD_TYPE RelWithDebInfo )
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 endif()
@@ -159,7 +163,7 @@ endif()
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 install( TARGETS ${BIN_TARGET}
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          DESTINATION "${CMAKE_INSTALL_PREFIX}/bin" )
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-add_definitions(-DINSTALL_PREFIX="${CMAKE_INSTALL_PREFIX}")
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+add_definitions(-DINSTALL_PREFIX="${INSTALL_PREFIX}")
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 if( CMAKE_OPENGL_SUPPORT )
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     install( DIRECTORY "${CMAKE_SOURCE_DIR}/share"

+ 1
- 1
README.md View File

@@ -115,7 +115,7 @@ Feel free to make your own themes and submit a pull request to see if it can be
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 help
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 ----
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 ```text
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-slop v4.2.20
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+slop v4.3.20
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 Copyright (C) 2014 Dalton Nell, Slop Contributors
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 (https://github.com/naelstrof/slop/graphs/contributors)

+ 2
- 0
share/slop/refract.frag View File

@@ -27,6 +27,8 @@ void main() {
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     vec2 offset = (p/len)*cos(len*12.0-time*4.0)*0.005;
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     // Incremental Gaussian Coefficent Calculation (See GPU Gems 3 pp. 877 - 889)
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+    float blurSize = 1.f/desktopWidth*blurMultiplier;
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+    vec2 blurMultiplyVec      = vec2(0.0f, 1.0f);
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     vec3 incrementalGaussian;
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     incrementalGaussian.x = 1.0f / (sqrt(2.0f * pi) * sigma);
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     incrementalGaussian.y = exp(-0.5f / (sigma * sigma));