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shaders: Switch to floating point texture coordinates in tree shaders.
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CrossVR committed Mar 24, 2016
1 parent daf2abb commit b54afed
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Showing 4 changed files with 5 additions and 5 deletions.
4 changes: 2 additions & 2 deletions res/gamedata/shaders/gl/common_iostructs.h
Original file line number Diff line number Diff line change
Expand Up @@ -413,7 +413,7 @@ struct p_flat
struct v_shadow_direct_aref
{
float4 P ; // POSITION; // (float,float,float,1)
int4 tc ; // TEXCOORD0; // (u,v,frac,???)
float4 tc ; // TEXCOORD0; // (u,v,frac,???)
};

struct v_shadow_direct
Expand Down Expand Up @@ -457,7 +457,7 @@ struct v_tree
float4 Nh ; // NORMAL; // (nx,ny,nz)
float3 T ; // TANGENT; // tangent
float3 B ; // BINORMAL; // binormal
int4 tc ; // TEXCOORD0; // (u,v,frac,???)
float4 tc ; // TEXCOORD0; // (u,v,frac,???)
};

////////////////////////////////////////////////////////////////
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2 changes: 1 addition & 1 deletion res/gamedata/shaders/gl/iostructs/v_tree_bump.h
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Expand Up @@ -5,7 +5,7 @@ layout(location = POSITION) in float4 v_tree_P ; // POSITION; // (float,float
layout(location = NORMAL) in float4 v_tree_Nh ; // NORMAL; // (nx,ny,nz)
layout(location = TANGENT) in float3 v_tree_T ; // TANGENT; // tangent
layout(location = BINORMAL) in float3 v_tree_B ; // BINORMAL; // binormal
layout(location = TEXCOORD0) in int4 v_tree_tc ; // TEXCOORD0; // (u,v,frac,???)
layout(location = TEXCOORD0) in float4 v_tree_tc ; // TEXCOORD0; // (u,v,frac,???)

#if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI)
layout(location = TEXCOORD0) out float4 v2p_bumped_tcdh ; // TEXCOORD0; // Texture coordinates, w=sun_occlusion
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2 changes: 1 addition & 1 deletion res/gamedata/shaders/gl/iostructs/v_tree_flat.h
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@ layout(location = POSITION) in float4 v_tree_P ; // POSITION; // (float,float
layout(location = NORMAL) in float4 v_tree_Nh ; // NORMAL; // (nx,ny,nz)
layout(location = TANGENT) in float3 v_tree_T ; // TANGENT; // tangent
layout(location = BINORMAL) in float3 v_tree_B ; // BINORMAL; // binormal
layout(location = TEXCOORD0) in int4 v_tree_tc ; // TEXCOORD0; // (u,v,frac,???)
layout(location = TEXCOORD0) in float4 v_tree_tc ; // TEXCOORD0; // (u,v,frac,???)

#if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI)
layout(location = TEXCOORD0) out float4 v2p_flat_tcdh ; // TEXCOORD0; // Texture coordinates, w=sun_occlusion
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2 changes: 1 addition & 1 deletion res/gamedata/shaders/gl/iostructs/v_tree_shadow.h
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,7 @@ out gl_PerVertex { vec4 gl_Position; };

layout(location = POSITION) in float4 v_shadow_P ; // POSITION; // (float,float,float,1)
#ifdef USE_AREF
layout(location = TEXCOORD0) in int4 v_shadow_tc ; // TEXCOORD0; // (u,v,frac,???)
layout(location = TEXCOORD0) in float4 v_shadow_tc ; // TEXCOORD0; // (u,v,frac,???)
#endif // USE_AREF

#ifdef USE_AREF
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