diff options
Diffstat (limited to 'drivers/gles3/shaders/canvas.glsl')
-rw-r--r-- | drivers/gles3/shaders/canvas.glsl | 28 |
1 files changed, 14 insertions, 14 deletions
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index 41d308b776..381a0e8a73 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -21,6 +21,15 @@ layout(location = 10) in uvec4 bone_attrib; layout(location = 11) in vec4 weight_attrib; #endif + +// This needs to be outside clang-format so the ubo comment is in the right place +#ifdef MATERIAL_UNIFORMS_USED +layout(std140) uniform MaterialUniforms{ //ubo:4 + +#MATERIAL_UNIFORMS + +}; +#endif /* clang-format on */ #include "canvas_uniforms_inc.glsl" #include "stdlib_inc.glsl" @@ -38,15 +47,6 @@ out vec2 pixel_size_interp; #endif -#ifdef MATERIAL_UNIFORMS_USED -layout(std140) uniform MaterialUniforms{ -//ubo:4 - -#MATERIAL_UNIFORMS - -}; -#endif - #GLOBALS void main() { @@ -518,8 +518,8 @@ void main() { float px_size = max(0.5 * dot((vec2(px_range) / msdf_size), dest_size), 1.0); float d = msdf_median(msdf_sample.r, msdf_sample.g, msdf_sample.b, msdf_sample.a) - 0.5; - if (outline_thickness > 0) { - float cr = clamp(outline_thickness, 0.0, px_range / 2) / px_range; + if (outline_thickness > 0.0) { + float cr = clamp(outline_thickness, 0.0, px_range / 2.0) / px_range; float a = clamp((d + cr) * px_size, 0.0, 1.0); color.a = a * color.a; } else { @@ -710,8 +710,8 @@ void main() { vec2 pos_rot = pos_norm * mat2(vec2(0.7071067811865476, -0.7071067811865476), vec2(0.7071067811865476, 0.7071067811865476)); //is there a faster way to 45 degrees rot? float tex_ofs; float distance; - if (pos_rot.y > 0) { - if (pos_rot.x > 0) { + if (pos_rot.y > 0.0) { + if (pos_rot.x > 0.0) { tex_ofs = pos_box.y * 0.125 + 0.125; distance = shadow_pos.x; } else { @@ -719,7 +719,7 @@ void main() { distance = shadow_pos.y; } } else { - if (pos_rot.x < 0) { + if (pos_rot.x < 0.0) { tex_ofs = pos_box.y * -0.125 + (0.5 + 0.125); distance = -shadow_pos.x; } else { |