diff --git a/Templates/Empty/game/shaders/common/terrain/terrain.glsl b/Templates/Empty/game/shaders/common/terrain/terrain.glsl index 414c5de24..79f80888c 100644 --- a/Templates/Empty/game/shaders/common/terrain/terrain.glsl +++ b/Templates/Empty/game/shaders/common/terrain/terrain.glsl @@ -35,8 +35,7 @@ float calcBlend( float texId, vec2 layerCoord, float layerSize, vec4 layerSample // match the current texture id. vec4 factors = vec4(0); for(int i = 0; i < 4; i++) - if(layerSample[i] == texId) - factors[i] = 1; + factors[i] = (layerSample[i] == texId) ? 1 : 0; // workaround for Intel // This is a custom bilinear filter. diff --git a/Templates/Full/game/shaders/common/terrain/terrain.glsl b/Templates/Full/game/shaders/common/terrain/terrain.glsl index 414c5de24..79f80888c 100644 --- a/Templates/Full/game/shaders/common/terrain/terrain.glsl +++ b/Templates/Full/game/shaders/common/terrain/terrain.glsl @@ -35,8 +35,7 @@ float calcBlend( float texId, vec2 layerCoord, float layerSize, vec4 layerSample // match the current texture id. vec4 factors = vec4(0); for(int i = 0; i < 4; i++) - if(layerSample[i] == texId) - factors[i] = 1; + factors[i] = (layerSample[i] == texId) ? 1 : 0; // workaround for Intel // This is a custom bilinear filter.