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mirror of https://github.com/blawar/GLideN64.git synced 2024-07-07 03:13:49 +00:00

Correct calc_lod shader program.

This commit is contained in:
Sergey Lipskiy 2014-04-02 22:24:31 +07:00
parent 3d97118dd5
commit 7787518fc6

View File

@ -83,7 +83,7 @@ static const char* fragment_shader_header_common_functions =
" \n"
"float snoise(vec2 v); \n"
"float calc_light(in int nLights, in vec3 input_color, out vec3 output_color);\n"
"float calc_lod(in float uPrimLod, in vec2 texCoord); \n"
"float calc_lod(in float primLod, in vec2 texCoord); \n"
"bool depth_compare(); \n"
"bool alpha_test(in float alphaValue); \n"
#ifdef USE_TOONIFY
@ -121,9 +121,9 @@ static const char* fragment_shader_calc_lod =
"uniform int uMaxTile; \n"
"uniform int uTextureDetail; \n"
" \n"
"float calc_lod(in float uPrimLod, in vec2 texCoord) { \n"
"float calc_lod(in float primLod, in vec2 texCoord) { \n"
" if (uEnableLod == 0) \n"
" return uPrimLod; \n"
" return primLod; \n"
" vec2 dx = dFdx(texCoord); \n"
" dx.x *= uLodXScale; \n"
" dx.y *= uLodYScale; \n"