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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_shadow.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_shadow.glsl')
-rw-r--r--drivers/gles3/shaders/canvas_shadow.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/drivers/gles3/shaders/canvas_shadow.glsl b/drivers/gles3/shaders/canvas_shadow.glsl
index 68d0713385..13fff7f4d1 100644
--- a/drivers/gles3/shaders/canvas_shadow.glsl
+++ b/drivers/gles3/shaders/canvas_shadow.glsl
@@ -36,7 +36,7 @@ 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);
distance_buf = comp;
#else