From 09b26db6507dbbb6a5862f4a901db03b7e68fb97 Mon Sep 17 00:00:00 2001 From: Olivier Prat Date: Thu, 8 Nov 2018 13:19:42 +0100 Subject: [PATCH] Shader fix for android... --- libraries/render-utils/src/ssao.slh | 18 +++++------------- .../render-utils/src/ssao_buildNormals.slf | 2 +- 2 files changed, 6 insertions(+), 14 deletions(-) diff --git a/libraries/render-utils/src/ssao.slh b/libraries/render-utils/src/ssao.slh index 64a279c578..af7f8029b8 100644 --- a/libraries/render-utils/src/ssao.slh +++ b/libraries/render-utils/src/ssao.slh @@ -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) { diff --git a/libraries/render-utils/src/ssao_buildNormals.slf b/libraries/render-utils/src/ssao_buildNormals.slf index 2f205119d9..0a733ff451 100644 --- a/libraries/render-utils/src/ssao_buildNormals.slf +++ b/libraries/render-utils/src/ssao_buildNormals.slf @@ -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);