Fix a glsl type comparison bug
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5377 fc73d0e0-1445-4013-8a0c-d673dee63da5
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1 changed files with 2 additions and 2 deletions
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@ -34,7 +34,7 @@ void main(void)
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float gray = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
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float gray = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b;
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if (r_glsl_ascii_mono != 0.0)
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if (float(r_glsl_ascii_mono) != 0.0)
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gray = gray = pow(gray, 0.7); //quake is just too dark otherwise.
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gray = gray = pow(gray, 0.7); //quake is just too dark otherwise.
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else
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else
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gray = gray = pow(gray, 0.45); //col*char is FAR too dark otherwise, and much of the colour will come from the col term anyway.
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gray = gray = pow(gray, 0.45); //col*char is FAR too dark otherwise, and much of the colour will come from the col term anyway.
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@ -50,7 +50,7 @@ void main(void)
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if (gray > 0.8) n = 11512810.0; // #
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if (gray > 0.8) n = 11512810.0; // #
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vec2 p = mod(uv/4.0, 2.0) - vec2(1.0);
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vec2 p = mod(uv/4.0, 2.0) - vec2(1.0);
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if (r_glsl_ascii_mono != 0.0)
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if (float(r_glsl_ascii_mono) != 0.0)
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col = vec3(character(n, p));
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col = vec3(character(n, p));
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else
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else
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col = col*character(n, p); //note that this is kinda cheating.
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col = col*character(n, p); //note that this is kinda cheating.
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