Fix GLES shader
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@ -26,7 +26,7 @@ vec3 getXcYcZc(int x, int y, float zC)
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float makeLinear(float f, float n, float z)
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float makeLinear(float f, float n, float z)
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{
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{
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return (2 * n) / (f + n - z * (f - n));
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return (2.0f * n) / (f + n - z * (f - n));
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}
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}
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vec3 CalcViewPositionFromDepth(in vec2 TexCoord, in sampler2D DepthMap)
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vec3 CalcViewPositionFromDepth(in vec2 TexCoord, in sampler2D DepthMap)
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@ -36,7 +36,7 @@ vec3 CalcViewPositionFromDepth(in vec2 TexCoord, in sampler2D DepthMap)
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vec3 rawPosition = vec3(TexCoord, z);
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vec3 rawPosition = vec3(TexCoord, z);
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// Convert from (0, 1) range to (-1, 1)
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// Convert from (0, 1) range to (-1, 1)
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vec4 ScreenSpacePosition = vec4( rawPosition * 2 - 1, 1);
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vec4 ScreenSpacePosition = vec4( rawPosition * 2.0 - 1.0, 1.0);
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// Undo Perspective transformation to bring into view space
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// Undo Perspective transformation to bring into view space
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vec4 ViewPosition = u_inverse_projection_matrix * ScreenSpacePosition;
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vec4 ViewPosition = u_inverse_projection_matrix * ScreenSpacePosition;
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@ -48,7 +48,7 @@ vec3 CalcViewPositionFromDepth(in vec2 TexCoord, in sampler2D DepthMap)
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float GetVignette(float factor)
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float GetVignette(float factor)
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{
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{
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vec2 inside = (gl_FragCoord.xy / u_screen) - 0.5;
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vec2 inside = (gl_FragCoord.xy / u_screen) - 0.5;
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float vignette = 1. - dot(inside, inside) * 5;
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float vignette = 1. - dot(inside, inside) * 5.0;
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return clamp(pow(vignette, factor), 0., 1.0);
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return clamp(pow(vignette, factor), 0., 1.0);
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}
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}
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@ -79,7 +79,7 @@ vec3 RayCast(vec3 dir, inout vec3 hitCoord, out float dDepth, in sampler2D Depth
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if ((projectedCoord.x > 0.0 && projectedCoord.x < 1.0)
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if ((projectedCoord.x > 0.0 && projectedCoord.x < 1.0)
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&& (projectedCoord.y > 0.0 && projectedCoord.y < 1.0)
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&& (projectedCoord.y > 0.0 && projectedCoord.y < 1.0)
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&& (cutout > 10)
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&& (cutout > 10.0)
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)
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)
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{
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{
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// FIXME We need to generate mipmap to take into account the gloss map
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// FIXME We need to generate mipmap to take into account the gloss map
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