diff options
author | Hein-Pieter van Braam <hp@tmm.cx> | 2019-02-24 23:55:37 +0100 |
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committer | Hein-Pieter van Braam <hp@tmm.cx> | 2019-02-24 23:35:10 +0000 |
commit | a83e77fdedb235a5c3dea91530f9e2bd2cc23a56 (patch) | |
tree | 7f61ccefc60ad9d8cc6563ccb23907d8482dfefc /drivers/gles3/shaders/canvas_shadow.glsl | |
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/gles3/shaders/canvas_shadow.glsl')
-rw-r--r-- | drivers/gles3/shaders/canvas_shadow.glsl | 2 |
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 |