Switch to integer, uint not reliable in GLSL 120

pull/593/head
glassmancody.info 4 years ago
parent ec27e60284
commit 24454a1698

@ -15,17 +15,17 @@ float quickstep(float x)
#if @useUBO
const uint mask = uint(0xff);
const uvec4 shift = uvec4(uint(0), uint(8), uint(16), uint(24));
const int mask = int(0xff);
const ivec4 shift = ivec4(int(0), int(8), int(16), int(24));
vec3 unpackRGB(uint data)
vec3 unpackRGB(int data)
{
return vec3( (float(((data >> shift.x) & mask)) / 255.0)
,(float(((data >> shift.y) & mask)) / 255.0)
,(float(((data >> shift.z) & mask)) / 255.0));
}
vec4 unpackRGBA(uint data)
vec4 unpackRGBA(int data)
{
return vec4( (float(((data >> shift.x) & mask)) / 255.0)
,(float(((data >> shift.y) & mask)) / 255.0)
@ -35,7 +35,7 @@ vec4 unpackRGBA(uint data)
struct LightData
{
uvec4 packedColors; // diffuse, ambient, specular
ivec4 packedColors; // diffuse, ambient, specular
vec4 position;
vec4 attenuation; // constant, linear, quadratic, radius
};
@ -73,7 +73,7 @@ void perLightSun(out vec3 ambientOut, out vec3 diffuseOut, vec3 viewPos, vec3 vi
vec3 lightDir = normalize(getLight[0].position.xyz);
#if @lightingModel == LIGHTING_MODEL_SINGLE_UBO
uvec4 data = getLight[0].packedColors;
ivec4 data = getLight[0].packedColors;
ambientOut = unpackRGB(data.y);
vec3 sunDiffuse = unpackRGB(data.x);
#else
@ -122,7 +122,7 @@ void perLightPoint(out vec3 ambientOut, out vec3 diffuseOut, int lightIndex, vec
#endif
#if @useUBO
uvec4 data = getLight[lightIndex].packedColors;
ivec4 data = getLight[lightIndex].packedColors;
ambientOut = unpackRGB(data.y) * illumination;
#else
ambientOut = getLight[lightIndex].ambient.xyz * illumination;

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