GLES3: Make newer shaders work with OpenGL ES

This commit is contained in:
Daniel Gibson 2022-04-25 20:22:06 +02:00
parent c936e43420
commit 89f63915a3
1 changed files with 10 additions and 10 deletions

View File

@ -223,7 +223,7 @@ static const char* fragmentSrc2D = MULTILINE_STRING(
}
);
static const char* fragmentSrc2Dpostprocess = MULTILINE_STRING(#version 150\n
static const char* fragmentSrc2Dpostprocess = MULTILINE_STRING(
in vec2 passTexCoord;
// for UBO shared between all shaders (incl. 2D)
@ -254,7 +254,7 @@ static const char* fragmentSrc2Dpostprocess = MULTILINE_STRING(#version 150\n
}
);
static const char* fragmentSrc2DpostprocessWater = MULTILINE_STRING(#version 150\n
static const char* fragmentSrc2DpostprocessWater = MULTILINE_STRING(
in vec2 passTexCoord;
// for UBO shared between all shaders (incl. 2D)
@ -287,8 +287,8 @@ static const char* fragmentSrc2DpostprocessWater = MULTILINE_STRING(#version 150
//float sy = pc.scale - abs(pc.scrHeight / 2.0 - gl_FragCoord.y) * 2.0 / pc.scrHeight;
float sx = 1.0 - abs(0.5-uv.x)*2.0;
float sy = 1.0 - abs(0.5-uv.y)*2.0;
float xShift = 2.0 * time + uv.y * PI * 10;
float yShift = 2.0 * time + uv.x * PI * 10;
float xShift = 2.0 * time + uv.y * PI * 10.0;
float yShift = 2.0 * time + uv.x * PI * 10.0;
vec2 distortion = vec2(sin(xShift) * sx, sin(yShift) * sy) * 0.00666;
uv += distortion;
@ -422,7 +422,7 @@ static const char* vertexSrc3Dflow = MULTILINE_STRING(
void main()
{
passTexCoord = texCoord + vec2(scroll, 0);
passTexCoord = texCoord + vec2(scroll, 0.0);
gl_Position = transProjView * transModel * vec4(position, 1.0);
}
);
@ -461,7 +461,7 @@ static const char* vertexSrc3DlmFlow = MULTILINE_STRING(
void main()
{
passTexCoord = texCoord + vec2(scroll, 0);
passTexCoord = texCoord + vec2(scroll, 0.0);
passLMcoord = lmTexCoord;
vec4 worldCoord = transModel * vec4(position, 1.0);
passWorldCoord = worldCoord.xyz;
@ -499,9 +499,9 @@ static const char* fragmentSrc3Dwater = MULTILINE_STRING(
void main()
{
vec2 tc = passTexCoord;
tc.s += sin( passTexCoord.t*0.125 + time ) * 4;
tc.s += sin( passTexCoord.t*0.125 + time ) * 4.0;
tc.s += scroll;
tc.t += sin( passTexCoord.s*0.125 + time ) * 4;
tc.t += sin( passTexCoord.s*0.125 + time ) * 4.0;
tc *= 1.0/64.0; // do this last
vec4 texel = texture(tex, tc);
@ -663,7 +663,7 @@ static const char* fragmentSrc3DlmNoColor = MULTILINE_STRING(
vec3 lightToPos = dynLights[i].lightOrigin - passWorldCoord;
float distLightToPos = length(lightToPos);
float fact = max(0, intens - distLightToPos - 52);
float fact = max(0.0, intens - distLightToPos - 52.0);
// move the light source a bit further above the surface
// => helps if the lightsource is so close to the surface (e.g. grenades, rockets)
@ -672,7 +672,7 @@ static const char* fragmentSrc3DlmNoColor = MULTILINE_STRING(
lightToPos += passNormal*32.0;
// also factor in angle between light and point on surface
fact *= max(0, dot(passNormal, normalize(lightToPos)));
fact *= max(0.0, dot(passNormal, normalize(lightToPos)));
lmTex.rgb += dynLights[i].lightColor.rgb * fact * (1.0/256.0);