From 5f23483bd90ae8c6385c0f642b5856c61c30a785 Mon Sep 17 00:00:00 2001
From: vincentlj <vincentlj@178a84e3-b1eb-0310-8ba1-8eac791a3b58>
Date: Tue, 24 Dec 2013 02:47:33 +0000
Subject: [PATCH] Fix some shaders not building with mesa

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14775 178a84e3-b1eb-0310-8ba1-8eac791a3b58
---
 data/shaders/pointlight.frag | 4 ++--
 data/shaders/rain.frag       | 2 +-
 data/shaders/sunlight.frag   | 2 +-
 3 files changed, 4 insertions(+), 4 deletions(-)

diff --git a/data/shaders/pointlight.frag b/data/shaders/pointlight.frag
index 885826671..c1e860014 100644
--- a/data/shaders/pointlight.frag
+++ b/data/shaders/pointlight.frag
@@ -17,7 +17,7 @@ void main() {
 
 	float d = distance(center, xpos.xyz);
 	if (d > r) discard;
-	float att = 200.0 / (4 * 3.14 * d * d);
+	float att = 200.0 / (4. * 3.14 * d * d);
 
 	vec3 norm = texture2D(ntex, texc).xyz;
 	norm = (norm - 0.5) * 2.0;
@@ -28,7 +28,7 @@ void main() {
 	float NdotL = max(0.0, dot(norm, -L)) * att;
 	// Reflected light dir
 	vec3 R = reflect(-L, norm);
-	float RdotE = max(0.0, dot(R, normalize(xpos)));
+	float RdotE = max(0.0, dot(R, normalize(xpos.xyz)));
 	float Specular = pow(RdotE, spec);
 
 	gl_FragColor = vec4(NdotL * col, Specular + 0.001); // Irrlicht force alpha test, can't be 0
diff --git a/data/shaders/rain.frag b/data/shaders/rain.frag
index 65db9ef68..fd02f9cae 100644
--- a/data/shaders/rain.frag
+++ b/data/shaders/rain.frag
@@ -5,7 +5,7 @@ uniform vec2 screen;
 
 void main()
 {
-	vec2 xy = gl_FragCoord / screen;
+	vec2 xy = gl_FragCoord.xy / screen;
 	float FragZ = gl_FragCoord.z;
 	float EnvZ = texture2D(normals_and_depth, xy).a;
 	vec4 FragmentPos = invproj * (2. * vec4(xy, FragZ, 1.0) - 1.);
diff --git a/data/shaders/sunlight.frag b/data/shaders/sunlight.frag
index 0691a5194..333897c1a 100644
--- a/data/shaders/sunlight.frag
+++ b/data/shaders/sunlight.frag
@@ -32,7 +32,7 @@ void main() {
 
 	float NdotL = max(0.0, dot(norm, L));
 	vec3 R = reflect(L, norm);
-	float RdotE = max(0.0, dot(R, normalize(xpos)));
+	float RdotE = max(0.0, dot(R, normalize(xpos.xyz)));
 	float Specular = pow(RdotE, 200);
 
 	vec3 outcol = NdotL * col;