Fix legacy glsl shaders

By @smartavionics
This commit is contained in:
fieldOfView 2020-03-31 11:26:21 +02:00
parent 687f598d81
commit b2fc155c3b
2 changed files with 10 additions and 3 deletions

View file

@ -12,6 +12,13 @@ vertex =
}
fragment =
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif // GL_FRAGMENT_PRECISION_HIGH
#endif // GL_ES
uniform vec4 u_color;
void main()

View file

@ -52,11 +52,11 @@ fragment =
result = layer0 * layer0.a + result * (1.0 - layer0.a);
float intersection_count = texture2D(u_layer2, v_uvs).r * 51; // (1 / .02) + 1 (+1 magically fixes issues with high intersection count models)
float intersection_count = texture2D(u_layer2, v_uvs).r * 51.0; // (1 / .02) + 1 (+1 magically fixes issues with high intersection count models)
float rest = mod(intersection_count + .01, 2.0);
if (rest > 1.0 && rest < 1.5 && intersection_count < 49)
if (rest > 1.0 && rest < 1.5 && intersection_count < 49.0)
{
result = result * (1.0 - u_xray_error_strength) + u_xray_error_strength * texture(u_xray_error, v_uvs * u_xray_error_scale);
result = result * (1.0 - u_xray_error_strength) + u_xray_error_strength * texture2D(u_xray_error, v_uvs * u_xray_error_scale);
}
vec4 sum = vec4(0.0);