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Added in explicit setting to vec2 in the shader functions per Az's suggestion, to avoid GLSL problems
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71c19a6151
commit
5ee096de20
2 changed files with 8 additions and 8 deletions
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@ -139,12 +139,12 @@ mat3x3 quatToMat( vec4 quat )
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vec2 parallaxOffset( sampler2D texMap, vec2 texCoord, vec3 negViewTS, float depthScale )
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{
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float depth = texture( texMap, texCoord ).a;
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vec2 offset = negViewTS.xy * ( depth * depthScale );
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vec2 offset = negViewTS.xy * vec2( depth * depthScale );
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for ( int i=0; i < PARALLAX_REFINE_STEPS; i++ )
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{
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depth = ( depth + texture( texMap, texCoord + offset ).a ) * 0.5;
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offset = negViewTS.xy * ( depth * depthScale );
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offset = negViewTS.xy * vec2( depth * depthScale );
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}
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return offset;
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@ -154,12 +154,12 @@ vec2 parallaxOffset( sampler2D texMap, vec2 texCoord, vec3 negViewTS, float dept
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vec2 parallaxOffsetDxtnm(sampler2D texMap, vec2 texCoord, vec3 negViewTS, float depthScale)
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{
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float depth = texture(texMap, texCoord).r;
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vec2 offset = negViewTS.xy * (depth * depthScale);
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vec2 offset = negViewTS.xy * vec2(depth * depthScale);
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for (int i = 0; i < PARALLAX_REFINE_STEPS; i++)
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{
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depth = (depth + texture(texMap, texCoord + offset).r) * 0.5;
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offset = negViewTS.xy * (depth * depthScale);
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offset = negViewTS.xy * vec2(depth * depthScale);
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}
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return offset;
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@ -139,12 +139,12 @@ mat3x3 quatToMat( vec4 quat )
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vec2 parallaxOffset( sampler2D texMap, vec2 texCoord, vec3 negViewTS, float depthScale )
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{
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float depth = texture( texMap, texCoord ).a;
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vec2 offset = negViewTS.xy * ( depth * depthScale );
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vec2 offset = negViewTS.xy * vec2( depth * depthScale );
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for ( int i=0; i < PARALLAX_REFINE_STEPS; i++ )
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{
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depth = ( depth + texture( texMap, texCoord + offset ).a ) * 0.5;
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offset = negViewTS.xy * ( depth * depthScale );
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offset = negViewTS.xy * vec2( depth * depthScale );
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}
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return offset;
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@ -154,12 +154,12 @@ vec2 parallaxOffset( sampler2D texMap, vec2 texCoord, vec3 negViewTS, float dept
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vec2 parallaxOffsetDxtnm(sampler2D texMap, vec2 texCoord, vec3 negViewTS, float depthScale)
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{
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float depth = texture(texMap, texCoord).r;
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vec2 offset = negViewTS.xy * (depth * depthScale);
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vec2 offset = negViewTS.xy * vec2(depth * depthScale);
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for (int i = 0; i < PARALLAX_REFINE_STEPS; i++)
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{
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depth = (depth + texture(texMap, texCoord + offset).r) * 0.5;
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offset = negViewTS.xy * (depth * depthScale);
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offset = negViewTS.xy * vec2(depth * depthScale);
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}
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return offset;
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