diff options
author | Aaron Franke <arnfranke@yahoo.com> | 2021-09-16 01:03:50 -0500 |
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committer | Aaron Franke <arnfranke@yahoo.com> | 2021-12-09 09:52:48 -0600 |
commit | e9808e3d9a33c170d2b3863d8d24e630f9bda20f (patch) | |
tree | 6475c0b5c24cf918cad417d381cb75543d0870a1 /drivers | |
parent | 012b2b53854f49b5bd4f60a2a056f71a3ccb2e1c (diff) |
Add a double-precision editor build to CI
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/gles3/shader_gles3.cpp | 58 |
1 files changed, 29 insertions, 29 deletions
diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp index 7d93d50ceb..2f26acf628 100644 --- a/drivers/gles3/shader_gles3.cpp +++ b/drivers/gles3/shader_gles3.cpp @@ -791,10 +791,10 @@ void ShaderGLES3::use_material(void *p_material) { Transform2D tr = V->get(); GLfloat matrix[4] = { /* build a 16x16 matrix */ - tr.elements[0][0], - tr.elements[0][1], - tr.elements[1][0], - tr.elements[1][1], + (GLfloat)tr.elements[0][0], + (GLfloat)tr.elements[0][1], + (GLfloat)tr.elements[1][0], + (GLfloat)tr.elements[1][1], }; glUniformMatrix2fv(location, 1, GL_FALSE, matrix); @@ -804,15 +804,15 @@ void ShaderGLES3::use_material(void *p_material) { Basis val = V->get(); GLfloat mat[9] = { - val.elements[0][0], - val.elements[1][0], - val.elements[2][0], - val.elements[0][1], - val.elements[1][1], - val.elements[2][1], - val.elements[0][2], - val.elements[1][2], - val.elements[2][2], + (GLfloat)val.elements[0][0], + (GLfloat)val.elements[1][0], + (GLfloat)val.elements[2][0], + (GLfloat)val.elements[0][1], + (GLfloat)val.elements[1][1], + (GLfloat)val.elements[2][1], + (GLfloat)val.elements[0][2], + (GLfloat)val.elements[1][2], + (GLfloat)val.elements[2][2], }; glUniformMatrix3fv(location, 1, GL_FALSE, mat); @@ -822,22 +822,22 @@ void ShaderGLES3::use_material(void *p_material) { case ShaderLanguage::TYPE_MAT4: { Transform2D tr = V->get(); GLfloat matrix[16] = { /* build a 16x16 matrix */ - tr.elements[0][0], - tr.elements[0][1], - 0, - 0, - tr.elements[1][0], - tr.elements[1][1], - 0, - 0, - 0, - 0, - 1, - 0, - tr.elements[2][0], - tr.elements[2][1], - 0, - 1 + (GLfloat)tr.elements[0][0], + (GLfloat)tr.elements[0][1], + (GLfloat)0, + (GLfloat)0, + (GLfloat)tr.elements[1][0], + (GLfloat)tr.elements[1][1], + (GLfloat)0, + (GLfloat)0, + (GLfloat)0, + (GLfloat)0, + (GLfloat)1, + (GLfloat)0, + (GLfloat)tr.elements[2][0], + (GLfloat)tr.elements[2][1], + (GLfloat)0, + (GLfloat)1 }; glUniformMatrix4fv(location, 1, GL_FALSE, matrix); |