Shader fix for android... <sigh>

This commit is contained in:
Olivier Prat 2018-11-08 13:19:42 +01:00
parent 40b7b42f5b
commit 09b26db650
2 changed files with 6 additions and 14 deletions

View file

@ -261,22 +261,14 @@ vec2 getSideUVFromFramebufferUV(ivec4 side, vec2 uv) {
return isStereo() ? vec2(uv.x * 2.0 - float(getStereoSide(side)), uv.y) : uv;
}
ivec2 getDepthTextureSize(int level) {
return textureSize(depthPyramidTex, level);
}
ivec2 getDepthTextureSideSize(int level) {
ivec2 size = getDepthTextureSize(level);
size.x >>= int(isStereo()) & 1;
return size;
vec2 getDepthTextureSize(int level) {
return vec2(textureSize(depthPyramidTex, level));
}
ivec2 getNormalTextureSize(int level) {
return textureSize(normalTex, level);
}
ivec2 getNormalTextureSideSize(int level) {
ivec2 size = getNormalTextureSize(level);
vec2 getDepthTextureSideSize(int level) {
ivec2 size = textureSize(depthPyramidTex, level);
size.x >>= int(isStereo()) & 1;
return size;
return vec2(size);
}
vec2 getStereoSideSizeRoundUp(int resolutionLevel) {

View file

@ -29,7 +29,7 @@ void main(void) {
ivec2 sideNormalsSize = ivec2( getNormalsSideSize() );
ivec4 side = getStereoSideInfoFromWidth(fragPixelPos.x, sideNormalsSize.x);
vec2 deltaDepthUV = vec2(1.0) / vec2(getDepthTextureSideSize(0));
vec2 deltaDepthUV = vec2(1.0) / getDepthTextureSideSize(0);
// From now on, fragUVPos is the UV pos in the side
fragUVPos = getSideUVFromFramebufferUV(side, fragUVPos);