" vec2 offs = transform*vec2(float(i)-1.5, float(j)-1.5);\n"
" float dxy = length(offs)*-sample;\n"
" float dz = depth_ratio.x/(texture2D(depth, texcoord+offs).r-depth_ratio.y)-sample;\n"
- " if(abs(dz)<3*dxy)\n"
+ " if(abs(dz)<3.0*dxy)\n"
" sum += atan(dz/dxy)/1.570796;\n"
- " else if(dz<0)\n"
+ " else if(dz<0.0)\n"
" sum -= 0.8;\n"
" }\n"
" gl_FragColor = vec4(min(1.0-sum*darkness/16.0, 1.0), 0.0, 0.0, 1.0);\n"
" vec2 offs = vec2(float(i)-1.5, float(j)-1.5)/screen_size;\n"
" float dxy = length(offs)*-sample;\n"
" float dz = depth_ratio.x/(texture2D(depth, texcoord+offs).r-depth_ratio.y)-sample;\n"
- " if(abs(dz)<3*dxy)\n"
+ " if(abs(dz)<3.0*dxy)\n"
" {\n"
" sum += texture2D(occlusion, texcoord+offs).r;\n"
" count += 1.0;\n"