Explicitly use floating point numbers in the our shaders

We need to be explicit about using floating point numbers in our shaders
for compatibility with mobile GLES drivers.
This commit is contained in:
Hein-Pieter van Braam 2019-02-24 23:55:37 +01:00
parent 69c0d32b93
commit a83e77fded
9 changed files with 33 additions and 33 deletions

View file

@ -400,7 +400,7 @@ void main() {
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
vec4(0.0,0.0,0.0,1.0)) *
vec4(0.0, 0.0, 0.0, 1.0)) *
bone_weights.x;
tex_ofs = ivec2(bone_indicesi.y % 256, (bone_indicesi.y / 256) * 3);
@ -409,7 +409,7 @@ void main() {
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
vec4(0.0,0.0,0.0,1.0)) *
vec4(0.0, 0.0, 0.0, 1.0)) *
bone_weights.y;
tex_ofs = ivec2(bone_indicesi.z % 256, (bone_indicesi.z / 256) * 3);
@ -418,7 +418,7 @@ void main() {
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
vec4(0.0,0.0,0.0,1.0)) *
vec4(0.0, 0.0, 0.0, 1.0)) *
bone_weights.z;
tex_ofs = ivec2(bone_indicesi.w % 256, (bone_indicesi.w / 256) * 3);
@ -427,7 +427,7 @@ void main() {
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
vec4(0.0,0.0,0.0,1.0)) *
vec4(0.0, 0.0, 0.0, 1.0)) *
bone_weights.w;
world_matrix = transpose(m) * world_matrix;
@ -1521,8 +1521,8 @@ void gi_probe_compute(mediump sampler3D probe, mat4 probe_xform, vec3 bounds, ve
#define MAX_CONE_DIRS 6
vec3 cone_dirs[MAX_CONE_DIRS] = vec3[](
vec3(0, 0, 1),
vec3(0.866025, 0, 0.5),
vec3(0.0, 0.0, 1.0),
vec3(0.866025, 0.0, 0.5),
vec3(0.267617, 0.823639, 0.5),
vec3(-0.700629, 0.509037, 0.5),
vec3(-0.700629, -0.509037, 0.5),
@ -1536,10 +1536,10 @@ void gi_probe_compute(mediump sampler3D probe, mat4 probe_xform, vec3 bounds, ve
#define MAX_CONE_DIRS 4
vec3 cone_dirs[MAX_CONE_DIRS] = vec3[](
vec3(0.707107, 0, 0.707107),
vec3(0, 0.707107, 0.707107),
vec3(-0.707107, 0, 0.707107),
vec3(0, -0.707107, 0.707107));
vec3(0.707107, 0.0, 0.707107),
vec3(0.0, 0.707107, 0.707107),
vec3(-0.707107, 0.0, 0.707107),
vec3(0.0, -0.707107, 0.707107));
float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.25, 0.25, 0.25);
float cone_angle_tan = 0.98269;
@ -1575,7 +1575,7 @@ void gi_probes_compute(vec3 pos, vec3 normal, float roughness, inout vec3 out_sp
vec3 ref_vec = normalize(reflect(normalize(pos), normal));
//find arbitrary tangent and bitangent, then build a matrix
vec3 v0 = abs(normal.z) < 0.999 ? vec3(0, 0, 1) : vec3(0, 1, 0);
vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
vec3 tangent = normalize(cross(v0, normal));
vec3 bitangent = normalize(cross(tangent, normal));
mat3 normal_mat = mat3(tangent, bitangent, normal);
@ -1963,14 +1963,14 @@ FRAGMENT_SHADER_CODE
#ifdef USE_LIGHTMAP_CAPTURE
{
vec3 cone_dirs[12] = vec3[](
vec3(0, 0, 1),
vec3(0.866025, 0, 0.5),
vec3(0.0, 0.0, 1.0),
vec3(0.866025, 0.0, 0.5),
vec3(0.267617, 0.823639, 0.5),
vec3(-0.700629, 0.509037, 0.5),
vec3(-0.700629, -0.509037, 0.5),
vec3(0.267617, -0.823639, 0.5),
vec3(0, 0, -1),
vec3(0.866025, 0, -0.5),
vec3(0.0, 0.0, -1.0),
vec3(0.866025, 0.0, -0.5),
vec3(0.267617, 0.823639, -0.5),
vec3(-0.700629, 0.509037, -0.5),
vec3(-0.700629, -0.509037, -0.5),