From b8ddfb1f874bc18fa9b6ea27d08b009c8264a577 Mon Sep 17 00:00:00 2001 From: Mikko Rasa Date: Tue, 7 Apr 2015 15:16:26 +0300 Subject: [PATCH] Fix some minor errors in the ambient occlusion shaders --- source/ambientocclusion.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/source/ambientocclusion.cpp b/source/ambientocclusion.cpp index 73736312..cf530dc3 100644 --- a/source/ambientocclusion.cpp +++ b/source/ambientocclusion.cpp @@ -25,9 +25,9 @@ const char occlude_fs[] = " 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" @@ -51,7 +51,7 @@ const char combine_fs[] = " 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" -- 2.45.2