diff options
author | Hein-Pieter van Braam <hp@tmm.cx> | 2019-02-24 23:55:37 +0100 |
---|---|---|
committer | Hein-Pieter van Braam <hp@tmm.cx> | 2019-02-24 23:35:10 +0000 |
commit | a83e77fdedb235a5c3dea91530f9e2bd2cc23a56 (patch) | |
tree | 7f61ccefc60ad9d8cc6563ccb23907d8482dfefc /drivers/gles2 | |
parent | 69c0d32b93fc8ec3a3f6c08de2b3c518e38d8a56 (diff) |
Explicitly use floating point numbers in the our shaders
We need to be explicit about using floating point numbers in our shaders
for compatibility with mobile GLES drivers.
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), |