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author | RĂ©mi Verschelde <remi@verschelde.fr> | 2021-12-10 10:02:38 +0100 |
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committer | GitHub <noreply@github.com> | 2021-12-10 10:02:38 +0100 |
commit | f455660e9384c5f423cced4e3c302f90aa7dba18 (patch) | |
tree | d04dbebb9c79f9709398dfa164545629f3c9e275 /drivers/gles3/shader_gles3.cpp | |
parent | 7e32a27879ceb8622ca0351b896fe2ec304858f7 (diff) | |
parent | e9808e3d9a33c170d2b3863d8d24e630f9bda20f (diff) |
Merge pull request #55572 from aaronfranke/ci-double
Diffstat (limited to 'drivers/gles3/shader_gles3.cpp')
-rw-r--r-- | drivers/gles3/shader_gles3.cpp | 58 |
1 files changed, 29 insertions, 29 deletions
diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp index 7d93d50ceb..2f26acf628 100644 --- a/drivers/gles3/shader_gles3.cpp +++ b/drivers/gles3/shader_gles3.cpp @@ -791,10 +791,10 @@ void ShaderGLES3::use_material(void *p_material) { Transform2D tr = V->get(); GLfloat matrix[4] = { /* build a 16x16 matrix */ - tr.elements[0][0], - tr.elements[0][1], - tr.elements[1][0], - tr.elements[1][1], + (GLfloat)tr.elements[0][0], + (GLfloat)tr.elements[0][1], + (GLfloat)tr.elements[1][0], + (GLfloat)tr.elements[1][1], }; glUniformMatrix2fv(location, 1, GL_FALSE, matrix); @@ -804,15 +804,15 @@ void ShaderGLES3::use_material(void *p_material) { Basis val = V->get(); GLfloat mat[9] = { - val.elements[0][0], - val.elements[1][0], - val.elements[2][0], - val.elements[0][1], - val.elements[1][1], - val.elements[2][1], - val.elements[0][2], - val.elements[1][2], - val.elements[2][2], + (GLfloat)val.elements[0][0], + (GLfloat)val.elements[1][0], + (GLfloat)val.elements[2][0], + (GLfloat)val.elements[0][1], + (GLfloat)val.elements[1][1], + (GLfloat)val.elements[2][1], + (GLfloat)val.elements[0][2], + (GLfloat)val.elements[1][2], + (GLfloat)val.elements[2][2], }; glUniformMatrix3fv(location, 1, GL_FALSE, mat); @@ -822,22 +822,22 @@ void ShaderGLES3::use_material(void *p_material) { case ShaderLanguage::TYPE_MAT4: { Transform2D tr = V->get(); GLfloat matrix[16] = { /* build a 16x16 matrix */ - tr.elements[0][0], - tr.elements[0][1], - 0, - 0, - tr.elements[1][0], - tr.elements[1][1], - 0, - 0, - 0, - 0, - 1, - 0, - tr.elements[2][0], - tr.elements[2][1], - 0, - 1 + (GLfloat)tr.elements[0][0], + (GLfloat)tr.elements[0][1], + (GLfloat)0, + (GLfloat)0, + (GLfloat)tr.elements[1][0], + (GLfloat)tr.elements[1][1], + (GLfloat)0, + (GLfloat)0, + (GLfloat)0, + (GLfloat)0, + (GLfloat)1, + (GLfloat)0, + (GLfloat)tr.elements[2][0], + (GLfloat)tr.elements[2][1], + (GLfloat)0, + (GLfloat)1 }; glUniformMatrix4fv(location, 1, GL_FALSE, matrix); |