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Fixed problems with Mesa GLSL compiler
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5d26aaddb3
commit
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3 changed files with 4 additions and 4 deletions
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@ -407,7 +407,7 @@ void main( PS_IN fragment, out PS_OUT result )
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#endif
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#if 1
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float randomPatternRotationAngle = BlueNoise( ssP.xy, 10.0 ) * 10.0;
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float randomPatternRotationAngle = BlueNoise( float2( ssP.xy ), 10.0 ) * 10.0;
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//float randomPatternRotationAngle = InterleavedGradientNoise( ssP.xy ) * 10.0;
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#else
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@ -166,7 +166,7 @@ void main( PS_IN fragment, out PS_OUT result )
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float3 rayStart = fragment.texcoord7.xyz;
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// we can't start inside the box so move this outside and use the reverse path
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rayStart += reflectionVector * 10000;
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rayStart += reflectionVector * 10000.0;
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if( AABBRayIntersection( bounds, rayStart, -reflectionVector, hitScale ) )
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{
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@ -4654,7 +4654,7 @@ static const cgShaderDef_t cg_renderprogs[] =
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" float3 rayStart = fragment.texcoord7.xyz;\n"
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"\n"
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" // we can't start inside the box so move this outside and use the reverse path\n"
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" rayStart += reflectionVector * 10000;\n"
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" rayStart += reflectionVector * 10000.0;\n"
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"\n"
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" if( AABBRayIntersection( bounds, rayStart, -reflectionVector, hitScale ) )\n"
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" {\n"
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@ -9397,7 +9397,7 @@ static const cgShaderDef_t cg_renderprogs[] =
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"#endif\n"
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"\n"
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"#if 1\n"
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" float randomPatternRotationAngle = BlueNoise( ssP.xy, 10.0 ) * 10.0;\n"
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" float randomPatternRotationAngle = BlueNoise( float2( ssP.xy ), 10.0 ) * 10.0;\n"
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" //float randomPatternRotationAngle = InterleavedGradientNoise( ssP.xy ) * 10.0;\n"
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"#else\n"
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"\n"
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