improved shader compatibility with intel builtin gpu

apparently you can't use 1f for float, always use 1.0
This commit is contained in:
minjaesong
2019-09-20 14:15:26 +09:00
parent 1cf62da4c5
commit b3db49c6e6
2 changed files with 4 additions and 4 deletions

View File

@@ -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);

View File

@@ -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) {