Fix skyrotate glsl compilation error, apparently nvidia are fine with qcish syntax while other drivers are not.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5493 fc73d0e0-1445-4013-8a0c-d673dee63da5
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2 changed files with 2 additions and 2 deletions
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@ -4614,7 +4614,7 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
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"return mat3(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s,\n"
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"oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s,\n"
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"oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c);\n"
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"};\n"
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"}\n"
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"void main ()\n"
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"{\n"
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"pos = v_position.xyz - e_eyepos;\n"
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@ -20,7 +20,7 @@ mat3 rotateAroundAxis(vec4 axis) //xyz axis, with angle in w
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return mat3(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s,
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oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s,
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oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c);
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};
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}
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void main ()
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{
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pos = v_position.xyz - e_eyepos;
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