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;