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Another android shader compilation fix
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05ac2fccb6
commit
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2 changed files with 3 additions and 3 deletions
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@ -26,7 +26,7 @@ vec4 packOcclusionOutput(float occlusion, float depth, vec3 eyeNormal) {
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return vec4(occlusion, depth, eyeNormal.xy / eyeNormal.z);
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return vec4(occlusion, depth, eyeNormal.xy / eyeNormal.z);
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#else
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#else
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// Round to the nearest 1/256.0
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// Round to the nearest 1/256.0
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depth *= 256;
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depth *= 256.0;
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float temp = floor(depth);
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float temp = floor(depth);
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return vec4(occlusion, temp * (1.0 / 256.0), depth - temp, 0.0);
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return vec4(occlusion, temp * (1.0 / 256.0), depth - temp, 0.0);
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#endif
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#endif
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@ -45,7 +45,7 @@ void unpackOcclusionOutput(vec4 raw, out UnpackedOcclusion result) {
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result.normal = normalize(vec3(raw.zw, 1.0));
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result.normal = normalize(vec3(raw.zw, 1.0));
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#else
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#else
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result.depth = (raw.y + raw.z / 256.0);
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result.depth = (raw.y + raw.z / 256.0);
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result.normal = vec3(0,0,1);
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result.normal = vec3(0.0, 0.0, 1.0);
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#endif
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#endif
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}
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}
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@ -86,7 +86,7 @@ vec4 getBlurredOcclusion(ivec2 destPixelCoord, vec2 occlusionTexCoord, vec2 dept
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#if SSAO_BILATERAL_BLUR_USE_NORMAL
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#if SSAO_BILATERAL_BLUR_USE_NORMAL
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vec3 fragNormal = getNormalEyeAtUV(depthTexCoord, 0.0);
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vec3 fragNormal = getNormalEyeAtUV(depthTexCoord, 0.0);
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#else
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#else
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vec3 fragNormal = vec3(0, 0, 1);
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vec3 fragNormal = vec3(0.0, 0.0, 1.0);
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#endif
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#endif
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vec2 weightedSums = vec2(0.0);
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vec2 weightedSums = vec2(0.0);
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