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Diffstat (limited to 'drivers/gles3/shaders/scene.glsl')
-rw-r--r--drivers/gles3/shaders/scene.glsl8
1 files changed, 6 insertions, 2 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index f94ca6fcba..247d1468c3 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -429,7 +429,9 @@ vec3 textureDualParaboloid(sampler2DArray p_tex, vec3 p_vec,float p_roughness) {
// we need to lie the derivatives (normg) and assume that DP side is always the same
// to get proper texure filtering
vec2 normg=norm.xy;
- norm.y+=max(0.0,sign(norm.z))*0.5;
+ if (norm.z>0) {
+ norm.y=0.5-norm.y+0.5;
+ }
// thanks to OpenGL spec using floor(layer + 0.5) for texture arrays,
// it's easy to have precision errors using fract() to interpolate layers
@@ -451,7 +453,9 @@ vec3 textureDualParaboloid(sampler2D p_tex, vec3 p_vec,float p_roughness) {
vec3 norm = normalize(p_vec);
norm.xy/=1.0+abs(norm.z);
norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25);
- norm.y+=max(0.0,sign(norm.z))*0.5;
+ if (norm.z>0) {
+ norm.y=0.5-norm.y+0.5;
+ }
return textureLod(p_tex, norm.xy, p_roughness * RADIANCE_MAX_LOD).xyz;
}