diff options
author | Hein-Pieter van Braam <hp@tmm.cx> | 2019-02-25 00:55:25 +0100 |
---|---|---|
committer | GitHub <noreply@github.com> | 2019-02-25 00:55:25 +0100 |
commit | 5f34664f611ecde576eecd434dc02fc8a940b677 (patch) | |
tree | 42bfe91395f483469568e88fd31b715b92f0dc8f /drivers/gles2 | |
parent | fc5792f2ea5c3fcd9de4d4200763313ab4052a8f (diff) | |
parent | a83e77fdedb235a5c3dea91530f9e2bd2cc23a56 (diff) |
Merge pull request #26255 from hpvb/fix-26239
Explicitly use floating point numbers in the our shaders
Diffstat (limited to 'drivers/gles2')
-rw-r--r-- | drivers/gles2/shaders/canvas.glsl | 2 | ||||
-rw-r--r-- | drivers/gles2/shaders/canvas_shadow.glsl | 2 | ||||
-rw-r--r-- | drivers/gles2/shaders/scene.glsl | 8 |
3 files changed, 6 insertions, 6 deletions
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl index e74c7d7166..605b6a0134 100644 --- a/drivers/gles2/shaders/canvas.glsl +++ b/drivers/gles2/shaders/canvas.glsl @@ -480,7 +480,7 @@ FRAGMENT_SHADER_CODE #ifdef USE_RGBA_SHADOWS -#define SHADOW_DEPTH(m_tex, m_uv) dot(texture2D((m_tex), (m_uv)), vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1)) +#define SHADOW_DEPTH(m_tex, m_uv) dot(texture2D((m_tex), (m_uv)), vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0)) #else diff --git a/drivers/gles2/shaders/canvas_shadow.glsl b/drivers/gles2/shaders/canvas_shadow.glsl index d39212826e..01b2c59325 100644 --- a/drivers/gles2/shaders/canvas_shadow.glsl +++ b/drivers/gles2/shaders/canvas_shadow.glsl @@ -48,7 +48,7 @@ void main() { #ifdef USE_RGBA_SHADOWS highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0)); - comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0); + comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0); gl_FragColor = comp; #else diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index faf88cf33d..f90c6a6651 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -1598,14 +1598,14 @@ FRAGMENT_SHADER_CODE #ifdef USE_LIGHTMAP_CAPTURE { vec3 cone_dirs[12] = vec3[]( - vec3(0, 0, 1), - vec3(0.866025, 0, 0.5), + vec3(0.0, 0.0, 1.0), + vec3(0.866025, 0.0, 0.5), vec3(0.267617, 0.823639, 0.5), vec3(-0.700629, 0.509037, 0.5), vec3(-0.700629, -0.509037, 0.5), vec3(0.267617, -0.823639, 0.5), - vec3(0, 0, -1), - vec3(0.866025, 0, -0.5), + vec3(0.0, 0.0, -1.0), + vec3(0.866025, 0.0, -0.5), vec3(0.267617, 0.823639, -0.5), vec3(-0.700629, 0.509037, -0.5), vec3(-0.700629, -0.509037, -0.5), |