From d1c6aef953aa72d400c0be49c13f143416f8f7cd Mon Sep 17 00:00:00 2001 From: Andrzej Kapolka Date: Fri, 10 Oct 2014 17:36:21 -0700 Subject: [PATCH] Fixed my swizzle! --- interface/resources/shaders/metavoxel_voxel_cursor.frag | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/interface/resources/shaders/metavoxel_voxel_cursor.frag b/interface/resources/shaders/metavoxel_voxel_cursor.frag index bdc6fb6d4a..88c6df6618 100644 --- a/interface/resources/shaders/metavoxel_voxel_cursor.frag +++ b/interface/resources/shaders/metavoxel_voxel_cursor.frag @@ -25,7 +25,7 @@ const float SQUARED_INSET_OUTER_RADIUS = 0.950625; void main(void) { // use the distance to compute the ring color, then multiply it by the varying color - float squaredDistance = dot(gl_TexCoord[0].str, gl_TexCoord[0].str); + float squaredDistance = dot(gl_TexCoord[0].stp, gl_TexCoord[0].stp); float alpha = step(SQUARED_OUTLINE_INNER_RADIUS, squaredDistance) * step(squaredDistance, SQUARED_OUTLINE_OUTER_RADIUS); float white = step(SQUARED_INSET_INNER_RADIUS, squaredDistance) * step(squaredDistance, SQUARED_INSET_OUTER_RADIUS); gl_FragColor = gl_Color * vec4(white, white, white, alpha);