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authorHein-Pieter van Braam <hp@tmm.cx>2019-02-24 23:55:37 +0100
committerHein-Pieter van Braam <hp@tmm.cx>2019-02-24 23:35:10 +0000
commita83e77fdedb235a5c3dea91530f9e2bd2cc23a56 (patch)
tree7f61ccefc60ad9d8cc6563ccb23907d8482dfefc /drivers/gles3/shaders/canvas_shadow.glsl
parent69c0d32b93fc8ec3a3f6c08de2b3c518e38d8a56 (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.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