dx warning fixes
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2f9ffb55e4
commit
4893cb9aaf
5 changed files with 11 additions and 11 deletions
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@ -53,7 +53,7 @@ fragment_shader [[
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float a = 3.0*(1.0-g*g);
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float b = 2.0*(2.0+g*g);
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float c = 1.0+alpha*alpha;
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float d = pow(1.0+g*g-2.0*g*alpha, 1.5);
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float d = pow(abs(1.0+g*g-2.0*g*alpha), 1.5);
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return (a/b)*(c/d);
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}
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@ -178,7 +178,7 @@ vec4 fullscreenQuad(int vertexID, out vec2 uv) {
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float packEmission(float emission)
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{
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return log2(1 + emission / 64);
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return log2(1 + emission / 64.0);
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}
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@ -207,10 +207,10 @@ float toLinearDepth(mat4 inv_proj, float ndc_depth)
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fragcoord.y = Global.framebuffer_size.y - fragcoord.y - 1;
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#endif
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cluster = ivec3(fragcoord.xy / 64, 0);
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cluster = ivec3(fragcoord.xy / 64.0, 0);
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float linear_depth = toLinearDepth(Global.inv_projection, ndc_depth);
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cluster.z = int(log(linear_depth) * 16 / (log(10000 / 0.1)) - 16 * log(0.1) / log(10000 / 0.1));
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ivec2 tiles = (Global.framebuffer_size + 63) / 64;
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ivec2 tiles = ivec2((Global.framebuffer_size + 63) / 64.0);
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cluster.y = tiles.y - 1 - cluster.y;
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return b_clusters[cluster.x + cluster.y * tiles.x + cluster.z * tiles.x * tiles.y];
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}
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@ -223,9 +223,9 @@ float toLinearDepth(mat4 inv_proj, float ndc_depth)
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fragcoord.y = Global.framebuffer_size.y - fragcoord.y - 1;
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#endif
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cluster = ivec3(fragcoord.xy / 64, 0);
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cluster = ivec3(fragcoord.xy / 64.0, 0);
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cluster.z = int(log(linear_depth) * 16 / (log(10000 / 0.1)) - 16 * log(0.1) / log(10000 / 0.1));
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ivec2 tiles = (Global.framebuffer_size + 63) / 64;
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ivec2 tiles = ivec2((Global.framebuffer_size + 63) / 64.0);
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cluster.y = tiles.y - 1 - cluster.y;
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return b_clusters[cluster.x + cluster.y * tiles.x + cluster.z * tiles.x * tiles.y];
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}
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@ -331,7 +331,7 @@ float getShadow(sampler2D shadowmap, vec3 wpos, vec3 N)
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float occluder = textureLod(shadowmap, uv, 0).r;
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shadow += receiver > occluder - length(pcf_offset) * bias * 3 ? 1 : 0;
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}
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return shadow / 16;
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return shadow / 16.0;
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}
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}
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#endif
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@ -538,7 +538,7 @@ vec3 pointLightsLighting(Cluster cluster, Surface surface, sampler2D shadow_atla
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float occluder = textureLod(shadow_atlas, uv, 0).r;
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shadow += receiver * 1.02 > occluder ? 1 : 0;
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}
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attn *= shadow / 16;
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attn *= shadow / 16.0;
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}
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float fov = b_lights[light_idx].fov;
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@ -10,7 +10,7 @@ vertex_shader [[
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layout (location = 0) out vec4 v_color;
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void main() {
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v_color = vec4(pow(a_color.rgb, vec3(2.2)), a_color.a);
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v_color = vec4(pow(abs(a_color.rgb), vec3(2.2)), a_color.a);
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gl_Position = Pass.view_projection * u_model * vec4(a_position, 1);
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}
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]]
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@ -83,7 +83,7 @@ fragment_shader [[
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{
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vec2 uv = v_uv * 2 - 1;
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uv.y *= -1;
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vec3 N;
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vec3 N = vec3(0);
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switch(u_face) {
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case 0: N = vec3(1, -uv.y, -uv.x); break;
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@ -102,7 +102,7 @@ vertex_shader [[
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v_lod = i_lod;
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#endif
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#if defined GRASS && defined VEGETATION
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p = vegetationAnim(i_pos_scale.xyz, p, 1.0 / (1.0 + u_stiffness));
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p = vegetationAnim(i_pos_scale.xyz, p, 1 / (1.0 + u_stiffness));
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v_darken = a_position.y > 0.1 ? 1 : 0.0;
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#elif defined VEGETATION
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#ifdef DEPTH
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