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Workaround for OpenGL terrain blend on Intel drivers.
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parent
0718875ac3
commit
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2 changed files with 2 additions and 4 deletions
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@ -35,8 +35,7 @@ float calcBlend( float texId, vec2 layerCoord, float layerSize, vec4 layerSample
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// match the current texture id.
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// match the current texture id.
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vec4 factors = vec4(0);
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vec4 factors = vec4(0);
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for(int i = 0; i < 4; i++)
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for(int i = 0; i < 4; i++)
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if(layerSample[i] == texId)
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factors[i] = (layerSample[i] == texId) ? 1 : 0; // workaround for Intel
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factors[i] = 1;
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// This is a custom bilinear filter.
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// This is a custom bilinear filter.
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@ -35,8 +35,7 @@ float calcBlend( float texId, vec2 layerCoord, float layerSize, vec4 layerSample
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// match the current texture id.
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// match the current texture id.
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vec4 factors = vec4(0);
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vec4 factors = vec4(0);
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for(int i = 0; i < 4; i++)
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for(int i = 0; i < 4; i++)
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if(layerSample[i] == texId)
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factors[i] = (layerSample[i] == texId) ? 1 : 0; // workaround for Intel
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factors[i] = 1;
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// This is a custom bilinear filter.
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// This is a custom bilinear filter.
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