medfall

A super great game engine
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commit 50e38a7f3d24425f97cc2af8b930f31b9af27bc3
parent 93df6e282f278e00742fc2994b3257aa045e7c97
Author: Michael Savage <mikejsavage@gmail.com>
Date:   Sat, 11 Nov 2017 16:40:25 +0200

AMD fix

Diffstat:
shaders/clipmap.glsl | 2+-
shaders/common.glsl | 2+-
2 files changed, 2 insertions(+), 2 deletions(-)

diff --git a/shaders/clipmap.glsl b/shaders/clipmap.glsl @@ -87,7 +87,7 @@ void main() { vec3 c = ( sunlight + ambient ) * ground; - screen_colour = vec4( linear_to_srgb( apply_fog( c + get_dither_noise(), length( v2f.view_position ) ) ), 1.0 ); + screen_colour = vec4( linear_to_srgb( apply_fog( c + get_dither_noise( blue_noise ), length( v2f.view_position ) ) ), 1.0 ); } #endif diff --git a/shaders/common.glsl b/shaders/common.glsl @@ -53,4 +53,4 @@ vec3 apply_fog( vec3 c, float dist ) { return mix( c, fog_colour, fog_amount ); } -#define get_dither_noise( tex ) ( ( texture( blue_noise, gl_FragCoord.xy / textureSize( blue_noise, 0 ) ).xxx - vec3( 0.5 ) ) / 128.0 ) +#define get_dither_noise( tex ) ( ( texture( tex, gl_FragCoord.xy / textureSize( tex, 0 ) ).xxx - vec3( 0.5 ) ) / 128.0 )