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Fix legacy glsl shaders
By @smartavionics
This commit is contained in:
parent
687f598d81
commit
b2fc155c3b
@ -12,6 +12,13 @@ vertex =
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}
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}
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fragment =
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fragment =
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif // GL_FRAGMENT_PRECISION_HIGH
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#endif // GL_ES
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uniform vec4 u_color;
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uniform vec4 u_color;
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void main()
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void main()
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@ -52,11 +52,11 @@ fragment =
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result = layer0 * layer0.a + result * (1.0 - layer0.a);
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result = layer0 * layer0.a + result * (1.0 - layer0.a);
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float intersection_count = texture2D(u_layer2, v_uvs).r * 51; // (1 / .02) + 1 (+1 magically fixes issues with high intersection count models)
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float intersection_count = texture2D(u_layer2, v_uvs).r * 51.0; // (1 / .02) + 1 (+1 magically fixes issues with high intersection count models)
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float rest = mod(intersection_count + .01, 2.0);
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float rest = mod(intersection_count + .01, 2.0);
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if (rest > 1.0 && rest < 1.5 && intersection_count < 49)
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if (rest > 1.0 && rest < 1.5 && intersection_count < 49.0)
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{
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{
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result = result * (1.0 - u_xray_error_strength) + u_xray_error_strength * texture(u_xray_error, v_uvs * u_xray_error_scale);
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result = result * (1.0 - u_xray_error_strength) + u_xray_error_strength * texture2D(u_xray_error, v_uvs * u_xray_error_scale);
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}
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}
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vec4 sum = vec4(0.0);
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vec4 sum = vec4(0.0);
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