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author | Rémi Verschelde <rverschelde@gmail.com> | 2017-07-08 23:51:53 +0200 |
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committer | GitHub <noreply@github.com> | 2017-07-08 23:51:53 +0200 |
commit | d23fc16b2d91fec1b6c9d97c4429bdbd09d4eb00 (patch) | |
tree | 7b83394ae29c9e2d195892aece1a26f451376e21 /drivers/gles2/rasterizer_gles2.cpp | |
parent | e577c5b0705168177943fcdf9a0b66c1f8f864f3 (diff) | |
parent | 2fd204c35e6883d36d4c15adbe6725ffffd73c6f (diff) |
Merge pull request #9564 from Noshyaar/pr-threshold
Refactor 'treshold' to 'threshold'
Diffstat (limited to 'drivers/gles2/rasterizer_gles2.cpp')
-rw-r--r-- | drivers/gles2/rasterizer_gles2.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index 3c543365f0..25c0f8925d 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -4199,7 +4199,7 @@ void RasterizerGLES2::set_camera(const Transform &p_world, const CameraMatrix &p void RasterizerGLES2::add_light(RID p_light_instance) { -#define LIGHT_FADE_TRESHOLD 0.05 +#define LIGHT_FADE_THRESHOLD 0.05 ERR_FAIL_COND(light_instance_count >= MAX_SCENE_LIGHTS); @@ -6481,7 +6481,7 @@ void RasterizerGLES2::_process_glow_bloom() { copy_shader.bind(); copy_shader.set_uniform(CopyShaderGLES2::BLOOM, float(current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM])); - copy_shader.set_uniform(CopyShaderGLES2::BLOOM_TRESHOLD, float(current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_TRESHOLD])); + copy_shader.set_uniform(CopyShaderGLES2::BLOOM_THRESHOLD, float(current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_THRESHOLD])); glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE), 0); if (current_vd && current_env->fx_enabled[VS::ENV_FX_HDR]) { @@ -6491,7 +6491,7 @@ void RasterizerGLES2::_process_glow_bloom() { copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE, float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE])); copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE, float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE])); //copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,1.0); - copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_TRESHOLD, float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD])); + copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_THRESHOLD, float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_THRESHOLD])); copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_SCALE, float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE])); glActiveTexture(GL_TEXTURE0); |