Added in explicit setting to vec2 in the shader functions per Az's suggestion, to avoid GLSL problems

This commit is contained in:
Areloch 2015-08-29 12:41:35 -05:00
parent 71c19a6151
commit 5ee096de20
2 changed files with 8 additions and 8 deletions

View file

@ -139,12 +139,12 @@ mat3x3 quatToMat( vec4 quat )
vec2 parallaxOffset( sampler2D texMap, vec2 texCoord, vec3 negViewTS, float depthScale ) vec2 parallaxOffset( sampler2D texMap, vec2 texCoord, vec3 negViewTS, float depthScale )
{ {
float depth = texture( texMap, texCoord ).a; float depth = texture( texMap, texCoord ).a;
vec2 offset = negViewTS.xy * ( depth * depthScale ); vec2 offset = negViewTS.xy * vec2( depth * depthScale );
for ( int i=0; i < PARALLAX_REFINE_STEPS; i++ ) for ( int i=0; i < PARALLAX_REFINE_STEPS; i++ )
{ {
depth = ( depth + texture( texMap, texCoord + offset ).a ) * 0.5; depth = ( depth + texture( texMap, texCoord + offset ).a ) * 0.5;
offset = negViewTS.xy * ( depth * depthScale ); offset = negViewTS.xy * vec2( depth * depthScale );
} }
return offset; return offset;
@ -154,12 +154,12 @@ vec2 parallaxOffset( sampler2D texMap, vec2 texCoord, vec3 negViewTS, float dept
vec2 parallaxOffsetDxtnm(sampler2D texMap, vec2 texCoord, vec3 negViewTS, float depthScale) vec2 parallaxOffsetDxtnm(sampler2D texMap, vec2 texCoord, vec3 negViewTS, float depthScale)
{ {
float depth = texture(texMap, texCoord).r; float depth = texture(texMap, texCoord).r;
vec2 offset = negViewTS.xy * (depth * depthScale); vec2 offset = negViewTS.xy * vec2(depth * depthScale);
for (int i = 0; i < PARALLAX_REFINE_STEPS; i++) for (int i = 0; i < PARALLAX_REFINE_STEPS; i++)
{ {
depth = (depth + texture(texMap, texCoord + offset).r) * 0.5; depth = (depth + texture(texMap, texCoord + offset).r) * 0.5;
offset = negViewTS.xy * (depth * depthScale); offset = negViewTS.xy * vec2(depth * depthScale);
} }
return offset; return offset;

View file

@ -139,12 +139,12 @@ mat3x3 quatToMat( vec4 quat )
vec2 parallaxOffset( sampler2D texMap, vec2 texCoord, vec3 negViewTS, float depthScale ) vec2 parallaxOffset( sampler2D texMap, vec2 texCoord, vec3 negViewTS, float depthScale )
{ {
float depth = texture( texMap, texCoord ).a; float depth = texture( texMap, texCoord ).a;
vec2 offset = negViewTS.xy * ( depth * depthScale ); vec2 offset = negViewTS.xy * vec2( depth * depthScale );
for ( int i=0; i < PARALLAX_REFINE_STEPS; i++ ) for ( int i=0; i < PARALLAX_REFINE_STEPS; i++ )
{ {
depth = ( depth + texture( texMap, texCoord + offset ).a ) * 0.5; depth = ( depth + texture( texMap, texCoord + offset ).a ) * 0.5;
offset = negViewTS.xy * ( depth * depthScale ); offset = negViewTS.xy * vec2( depth * depthScale );
} }
return offset; return offset;
@ -154,12 +154,12 @@ vec2 parallaxOffset( sampler2D texMap, vec2 texCoord, vec3 negViewTS, float dept
vec2 parallaxOffsetDxtnm(sampler2D texMap, vec2 texCoord, vec3 negViewTS, float depthScale) vec2 parallaxOffsetDxtnm(sampler2D texMap, vec2 texCoord, vec3 negViewTS, float depthScale)
{ {
float depth = texture(texMap, texCoord).r; float depth = texture(texMap, texCoord).r;
vec2 offset = negViewTS.xy * (depth * depthScale); vec2 offset = negViewTS.xy * vec2(depth * depthScale);
for (int i = 0; i < PARALLAX_REFINE_STEPS; i++) for (int i = 0; i < PARALLAX_REFINE_STEPS; i++)
{ {
depth = (depth + texture(texMap, texCoord + offset).r) * 0.5; depth = (depth + texture(texMap, texCoord + offset).r) * 0.5;
offset = negViewTS.xy * (depth * depthScale); offset = negViewTS.xy * vec2(depth * depthScale);
} }
return offset; return offset;