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/gles3/shaders/canvas.glsl | |
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/gles3/shaders/canvas.glsl')
-rw-r--r-- | drivers/gles3/shaders/canvas.glsl | 4 |
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 |