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Shader fix for android... <sigh>
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commit
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2 changed files with 6 additions and 14 deletions
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@ -261,22 +261,14 @@ vec2 getSideUVFromFramebufferUV(ivec4 side, vec2 uv) {
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return isStereo() ? vec2(uv.x * 2.0 - float(getStereoSide(side)), uv.y) : uv;
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}
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ivec2 getDepthTextureSize(int level) {
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return textureSize(depthPyramidTex, level);
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}
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ivec2 getDepthTextureSideSize(int level) {
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ivec2 size = getDepthTextureSize(level);
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size.x >>= int(isStereo()) & 1;
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return size;
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vec2 getDepthTextureSize(int level) {
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return vec2(textureSize(depthPyramidTex, level));
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}
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ivec2 getNormalTextureSize(int level) {
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return textureSize(normalTex, level);
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}
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ivec2 getNormalTextureSideSize(int level) {
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ivec2 size = getNormalTextureSize(level);
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vec2 getDepthTextureSideSize(int level) {
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ivec2 size = textureSize(depthPyramidTex, level);
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size.x >>= int(isStereo()) & 1;
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return size;
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return vec2(size);
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}
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vec2 getStereoSideSizeRoundUp(int resolutionLevel) {
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@ -29,7 +29,7 @@ void main(void) {
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ivec2 sideNormalsSize = ivec2( getNormalsSideSize() );
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ivec4 side = getStereoSideInfoFromWidth(fragPixelPos.x, sideNormalsSize.x);
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vec2 deltaDepthUV = vec2(1.0) / vec2(getDepthTextureSideSize(0));
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vec2 deltaDepthUV = vec2(1.0) / getDepthTextureSideSize(0);
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// From now on, fragUVPos is the UV pos in the side
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fragUVPos = getSideUVFromFramebufferUV(side, fragUVPos);
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