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	bool is a non-standard glsl type not recognized by all OpenGL drivers
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					 4 changed files with 8 additions and 8 deletions
				
			
		|  | @ -25,7 +25,7 @@ out VertexData | |||
|    vec3  texCoord; | ||||
|    vec4  color; | ||||
|    ivec2 timeRange; | ||||
|    bool  displayed; | ||||
|    int   displayed; | ||||
| } vsOut; | ||||
| 
 | ||||
| smooth out vec3 texCoord; | ||||
|  | @ -43,7 +43,7 @@ vec2 latLngToScreenCoordinate(in vec2 latLng) | |||
| void main() | ||||
| { | ||||
|    // Always set displayed to true | ||||
|    vsOut.displayed = true; | ||||
|    vsOut.displayed = 1; | ||||
| 
 | ||||
|    // Pass the threshold and time range to the geometry shader | ||||
|    vsOut.threshold = aThreshold; | ||||
|  |  | |||
|  | @ -16,7 +16,7 @@ out VertexData | |||
|    vec3  texCoord; | ||||
|    vec4  color; | ||||
|    ivec2 timeRange; | ||||
|    bool  displayed; | ||||
|    int   displayed; | ||||
| } vsOut; | ||||
| 
 | ||||
| smooth out vec4 color; | ||||
|  | @ -24,7 +24,7 @@ smooth out vec4 color; | |||
| void main() | ||||
| { | ||||
|    // Always set displayed to true | ||||
|    vsOut.displayed = true; | ||||
|    vsOut.displayed = 1; | ||||
| 
 | ||||
|    // Pass the threshold and time range to the geometry shader | ||||
|    vsOut.threshold = aThreshold; | ||||
|  |  | |||
|  | @ -17,7 +17,7 @@ out VertexData | |||
|    vec3  texCoord; | ||||
|    vec4  color; | ||||
|    ivec2 timeRange; | ||||
|    bool  displayed; | ||||
|    int   displayed; | ||||
| } vsOut; | ||||
| 
 | ||||
| smooth out vec3 texCoord; | ||||
|  | @ -30,7 +30,7 @@ void main() | |||
|    vsOut.timeRange = ivec2(0, 0); | ||||
| 
 | ||||
|    // Pass displayed to the geometry shader | ||||
|    vsOut.displayed = (aDisplayed != 0); | ||||
|    vsOut.displayed = aDisplayed; | ||||
| 
 | ||||
|    // Pass the texture coordinate and color modulate to the geometry and | ||||
|    // fragment shaders | ||||
|  |  | |||
|  | @ -12,7 +12,7 @@ in VertexData | |||
|    vec3  texCoord; | ||||
|    vec4  color; | ||||
|    ivec2 timeRange; | ||||
|    bool  displayed; | ||||
|    int   displayed; | ||||
| } gsIn[]; | ||||
| 
 | ||||
| smooth out vec3 texCoord; | ||||
|  | @ -20,7 +20,7 @@ smooth out vec4 color; | |||
| 
 | ||||
| void main() | ||||
| { | ||||
|    if (gsIn[0].displayed && | ||||
|    if (gsIn[0].displayed != 0 && | ||||
|        (gsIn[0].threshold <= 0 ||            // If Threshold: 0 was specified, no threshold | ||||
|         gsIn[0].threshold >= uMapDistance || // If Threshold is above current map distance | ||||
|         gsIn[0].threshold >= 999) &&         // If Threshold: 999 was specified (or greater), no threshold | ||||
|  |  | |||
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	 Dan Paulat
						Dan Paulat