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