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Diffstat (limited to 'drivers/gles2/shaders/scene.glsl')
-rw-r--r--drivers/gles2/shaders/scene.glsl12
1 files changed, 7 insertions, 5 deletions
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index ca222362e7..8a9387f0b3 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -10,7 +10,9 @@ precision highp float;
precision highp int;
#endif
+/* clang-format on */
#include "stdlib.glsl"
+/* clang-format off */
#define SHADER_IS_SRGB true
@@ -1365,7 +1367,7 @@ LIGHT_SHADER_CODE
#ifdef USE_RGBA_SHADOWS
-#define SHADOW_DEPTH(m_val) dot(m_val, vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0))
+#define SHADOW_DEPTH(m_val) dot(m_val, vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0))
#else
@@ -1549,7 +1551,7 @@ FRAGMENT_SHADER_CODE
#endif // ALPHA_SCISSOR_USED
#ifdef USE_DEPTH_PREPASS
- if (alpha < 0.99) {
+ if (alpha < 0.1) {
discard;
}
#endif // USE_DEPTH_PREPASS
@@ -2112,7 +2114,7 @@ FRAGMENT_SHADER_CODE
#endif // ALPHA_SCISSOR_USED
#ifdef USE_DEPTH_PREPASS
- if (alpha < 0.99) {
+ if (alpha < 0.1) {
discard;
}
#endif // USE_DEPTH_PREPASS
@@ -2207,8 +2209,8 @@ FRAGMENT_SHADER_CODE
#ifdef USE_RGBA_SHADOWS
highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias
- highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
- comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
+ highp vec4 comp = fract(depth * vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0));
+ comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
gl_FragColor = comp;
#endif