提交 8ceea249 编写于 作者: T tschw

Fixed GLSL errors on "const float x = func(...)".

上级 073c3ab2
......@@ -19,8 +19,8 @@ int getFaceFromDirection(vec3 direction) {
}
return face;
}
const float cubeUV_maxLods1 = log2(cubeUV_textureSize*0.25) - 1.0;
const float cubeUV_rangeClamp = exp2((6.0 - 1.0) * 2.0);
float cubeUV_maxLods1 = log2(cubeUV_textureSize*0.25) - 1.0;
float cubeUV_rangeClamp = exp2((6.0 - 1.0) * 2.0);
vec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {
float scale = exp2(cubeUV_maxLods1 - roughnessLevel);
......@@ -35,7 +35,7 @@ vec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {
return vec2(floor(mipLevel), fract(mipLevel));
}
const float cubeUV_maxLods2 = log2(cubeUV_textureSize*0.25) - 2.0;
float cubeUV_maxLods2 = log2(cubeUV_textureSize*0.25) - 2.0;
const float cubeUV_rcpTextureSize = 1.0 / cubeUV_textureSize;
vec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {
......@@ -97,7 +97,7 @@ vec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {
return base + s * ( scale - 2.0 * texelOffset );
}
const float cubeUV_maxLods3 = log2(cubeUV_textureSize*0.25) - 3.0;
float cubeUV_maxLods3 = log2(cubeUV_textureSize*0.25) - 3.0;
vec4 textureCubeUV(vec3 reflectedDirection, float roughness ) {
float roughnessVal = roughness* cubeUV_maxLods3;
......
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