Fix failing to compile shader on Adreno GPU

This commit is contained in:
volzhs 2017-04-02 23:16:25 +09:00
parent a0b0dff6fd
commit e65b8b666c

View file

@ -117,10 +117,10 @@ void main() {
// clip the line to the viewport edges
float scale_max_x = min(1, 0.99 * (1.0 - vp_line_begin.x) / max(1e-5, vp_line_dir.x));
float scale_max_y = min(1, 0.99 * (1.0 - vp_line_begin.y) / max(1e-5, vp_line_dir.y));
float scale_min_x = min(1, 0.99 * vp_line_begin.x / max(1e-5, -vp_line_dir.x));
float scale_min_y = min(1, 0.99 * vp_line_begin.y / max(1e-5, -vp_line_dir.y));
float scale_max_x = min(1.0, 0.99 * (1.0 - vp_line_begin.x) / max(1e-5, vp_line_dir.x));
float scale_max_y = min(1.0, 0.99 * (1.0 - vp_line_begin.y) / max(1e-5, vp_line_dir.y));
float scale_min_x = min(1.0, 0.99 * vp_line_begin.x / max(1e-5, -vp_line_dir.x));
float scale_min_y = min(1.0, 0.99 * vp_line_begin.y / max(1e-5, -vp_line_dir.y));
float line_clip = min(scale_max_x, scale_max_y) * min(scale_min_x, scale_min_y);
line_dir *= line_clip;
z_dir *= line_clip;
@ -150,9 +150,9 @@ void main() {
//if acceleration > 0, distance between pixels gets larger each step. This allows covering a larger area
float accel=1.0+acceleration;
float steps_taken=0;
float steps_taken=0.0;
for(float i=0;i<num_steps;i++) {
for(int i=0;i<num_steps;i++) {
pos+=line_advance;
z+=z_advance;
@ -232,11 +232,11 @@ void main() {
}
final_pos = new_pos;
grad=(steps_taken+subgrad)/num_steps;
grad=(steps_taken+subgrad)/float(num_steps);
} else {
#endif
grad=steps_taken/num_steps;
grad=steps_taken/float(num_steps);
final_pos=pos;
#ifdef SMOOTH_ACCEL
}
@ -259,7 +259,7 @@ void main() {
vec2 cone_dir = final_pos - line_begin;
float cone_len = length(cone_dir);
cone_dir = normalize(cone_dir); //will be used normalized from now on
float max_mipmap = filter_mipmap_levels -1;
float max_mipmap = filter_mipmap_levels - 1.0;
float gloss_mult=gloss;
float rem_alpha=1.0;