diff --git a/assets/4096_bayer_skyboxfill.frag b/assets/4096_bayer_skyboxfill.frag index e61fc8210..7828849f5 100644 --- a/assets/4096_bayer_skyboxfill.frag +++ b/assets/4096_bayer_skyboxfill.frag @@ -21,7 +21,7 @@ uniform float gcount = 64.0; // using 64: has less banding and most monitors are uniform float bcount = 64.0; // inverted zoom; this value must set to (1f/zoom) -uniform float zoomInv = 1f; +uniform float zoomInv = 1.0; /*int bayer[7 * 7] = int[]( 32,42,10,27,37,5,15, @@ -74,7 +74,7 @@ void main(void) { float scale = v_texCoords.y * (1.0 - parallax_size) + (parallax_size / 2.0) + (parallax * parallax_size / 2.0); - float zoomSamplePoint = (1f - zoomInv) / 2f; // will never quite exceed 0.5 + float zoomSamplePoint = (1.0 - zoomInv) / 2.0; // will never quite exceed 0.5 // I don't even know if it works, and also not sure if I actually want it vec3 newBottom = mix(bottomColor, topColor, zoomSamplePoint); diff --git a/assets/tiling.frag b/assets/tiling.frag index b4c25c46a..131bd32af 100644 --- a/assets/tiling.frag +++ b/assets/tiling.frag @@ -34,9 +34,9 @@ uniform vec4 colourFilter = vec4(1, 1, 1, 1); // used by WALL to darken it uniform ivec2 cameraTranslation = ivec2(0, 0); // used to offset the drawing -uniform float drawBreakage = 1f; // set it to 0f to not draw breakage, 1f to draw it; NEVER set to any other values. +uniform float drawBreakage = 1.0; // set it to 0f to not draw breakage, 1f to draw it; NEVER set to any other values. -uniform float zoom = 1f; +uniform float zoom = 1.0; ivec2 getTileXY(int tileNumber) {