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author | Fabio Alessandrelli <fabio.alessandrelli@gmail.com> | 2017-08-11 19:09:55 +0200 |
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committer | Fabio Alessandrelli <fabio.alessandrelli@gmail.com> | 2017-08-11 23:26:24 +0200 |
commit | 9b9a723c771a0146cb16e23c3dac744af312bad7 (patch) | |
tree | 39deb91751445abf65b875a2b569bea16403abeb /drivers/gles3/shaders | |
parent | f863c0ca14111d4bab06604fb4e2bf42fc83f0da (diff) |
Some fixes for shaders and WebGL2
Add padding to UBO data to be multiple of 16 bytes
Add precision definition for samplers
Replace texture2D (deprecated) with texture in shaders
Diffstat (limited to 'drivers/gles3/shaders')
-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 1c950c82d9..f0dc14c35a 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -532,11 +532,11 @@ FRAGMENT_SHADER_CODE #ifdef USE_RGBA_SHADOWS -#define SHADOW_DEPTH(m_tex,m_uv) dot(texture2D((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) ) #else -#define SHADOW_DEPTH(m_tex,m_uv) (texture2D((m_tex),(m_uv)).r) +#define SHADOW_DEPTH(m_tex,m_uv) (texture((m_tex),(m_uv)).r) #endif |