Created
October 16, 2018 17:59
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shader.diff
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diff --git a/src/libprojectM/Renderer/ShaderEngine.cpp b/src/libprojectM/Renderer/ShaderEngine.cpp | |
index a182720a..e2f4f5ae 100644 | |
--- a/src/libprojectM/Renderer/ShaderEngine.cpp | |
+++ b/src/libprojectM/Renderer/ShaderEngine.cpp | |
@@ -323,7 +323,7 @@ std::string blur1_frag( | |
" #define w_div _c3.z\n" | |
"" | |
" // note: if you just take one sample at exactly uv.xy, you get an avg of 4 pixels.\n" | |
- " vec2 uv2 = fragment_texture.xy + srctexsize.zw*vec2(1,1); // + moves blur UP, LEFT by 1-pixel increments\n" | |
+ " vec2 uv2 = fragment_texture.xy + srctexsize.zw*vec2(1.0,1.0); // + moves blur UP, LEFT by 1-pixel increments\n" | |
"" | |
" vec3 blur = \n" | |
" ( texture( texture_sampler, uv2 + vec2( d1*srctexsize.z,0) ).xyz\n" | |
@@ -340,7 +340,7 @@ std::string blur1_frag( | |
" blur.xyz = blur.xyz*fscale + fbias;\n" | |
"" | |
" color.xyz = blur;\n" | |
- " color.w = 1;\n" | |
+ " color.w = 1.0;\n" | |
"}\n"); | |
std::string blur2_frag( | |
@@ -372,7 +372,7 @@ std::string blur2_frag( | |
" #define w_div _c6.x\n" | |
"" | |
" // note: if you just take one sample at exactly uv.xy, you get an avg of 4 pixels.\n" | |
- " vec2 uv2 = fragment_texture.xy + srctexsize.zw*vec2(0,0); // + moves blur UP, LEFT by TWO-pixel increments! (since texture is 1/2 the size of blur1_ps)\n" | |
+ " vec2 uv2 = fragment_texture.xy + srctexsize.zw*vec2(0.0,0.0); // + moves blur UP, LEFT by TWO-pixel increments! (since texture is 1/2 the size of blur1_ps)\n" | |
"" | |
" vec3 blur = \n" | |
" ( texture( texture_sampler, uv2 + vec2(0, d1*srctexsize.w) ).xyz\n" | |
@@ -383,13 +383,13 @@ std::string blur2_frag( | |
" blur.xyz *= w_div;\n" | |
"" | |
" // tone it down at the edges: (only happens on 1st X pass!)\n" | |
- " float t = min( min(fragment_texture.x, fragment_texture.y), 1-max(fragment_texture.x, fragment_texture.y) );\n" | |
+ " float t = min( min(fragment_texture.x, fragment_texture.y), 1.0-max(fragment_texture.x, fragment_texture.y) );\n" | |
" t = sqrt(t);\n" | |
" t = edge_darken_c1 + edge_darken_c2*clamp(t*edge_darken_c3, 0.0, 1.0);\n" | |
" blur.xyz *= t;\n" | |
"" | |
" color.xyz = blur;\n" | |
- " color.w = 1;\n" | |
+ " color.w = 1.0;\n" | |
"}\n"); | |
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