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authorHein-Pieter van Braam <hp@tmm.cx>2019-02-25 00:55:25 +0100
committerGitHub <noreply@github.com>2019-02-25 00:55:25 +0100
commit5f34664f611ecde576eecd434dc02fc8a940b677 (patch)
tree42bfe91395f483469568e88fd31b715b92f0dc8f /drivers/gles3/shaders/canvas.glsl
parentfc5792f2ea5c3fcd9de4d4200763313ab4052a8f (diff)
parenta83e77fdedb235a5c3dea91530f9e2bd2cc23a56 (diff)
Merge pull request #26255 from hpvb/fix-26239
Explicitly use floating point numbers in the our shaders
Diffstat (limited to 'drivers/gles3/shaders/canvas.glsl')
-rw-r--r--drivers/gles3/shaders/canvas.glsl4
1 files changed, 2 insertions, 2 deletions
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index 88368516c1..6c1806a657 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -495,7 +495,7 @@ FRAGMENT_SHADER_CODE
#endif
}
#ifdef DEBUG_ENCODED_32
- highp float enc32 = dot(color, highp vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1));
+ highp float enc32 = dot(color, highp vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0));
color = vec4(vec3(enc32), 1.0);
#endif
@@ -589,7 +589,7 @@ FRAGMENT_SHADER_CODE
#ifdef USE_RGBA_SHADOWS
-#define SHADOW_DEPTH(m_tex, m_uv) dot(texture((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(texture((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