Fixed problems with Mesa GLSL compiler

This commit is contained in:
Robert Beckebans 2021-04-10 16:55:54 +02:00
parent 5d26aaddb3
commit d8188cf90b
3 changed files with 4 additions and 4 deletions

View file

@ -407,7 +407,7 @@ void main( PS_IN fragment, out PS_OUT result )
#endif
#if 1
float randomPatternRotationAngle = BlueNoise( ssP.xy, 10.0 ) * 10.0;
float randomPatternRotationAngle = BlueNoise( float2( ssP.xy ), 10.0 ) * 10.0;
//float randomPatternRotationAngle = InterleavedGradientNoise( ssP.xy ) * 10.0;
#else

View file

@ -166,7 +166,7 @@ void main( PS_IN fragment, out PS_OUT result )
float3 rayStart = fragment.texcoord7.xyz;
// we can't start inside the box so move this outside and use the reverse path
rayStart += reflectionVector * 10000;
rayStart += reflectionVector * 10000.0;
if( AABBRayIntersection( bounds, rayStart, -reflectionVector, hitScale ) )
{

View file

@ -4654,7 +4654,7 @@ static const cgShaderDef_t cg_renderprogs[] =
" float3 rayStart = fragment.texcoord7.xyz;\n"
"\n"
" // we can't start inside the box so move this outside and use the reverse path\n"
" rayStart += reflectionVector * 10000;\n"
" rayStart += reflectionVector * 10000.0;\n"
"\n"
" if( AABBRayIntersection( bounds, rayStart, -reflectionVector, hitScale ) )\n"
" {\n"
@ -9397,7 +9397,7 @@ static const cgShaderDef_t cg_renderprogs[] =
"#endif\n"
"\n"
"#if 1\n"
" float randomPatternRotationAngle = BlueNoise( ssP.xy, 10.0 ) * 10.0;\n"
" float randomPatternRotationAngle = BlueNoise( float2( ssP.xy ), 10.0 ) * 10.0;\n"
" //float randomPatternRotationAngle = InterleavedGradientNoise( ssP.xy ) * 10.0;\n"
"#else\n"
"\n"