diff --git a/files/shaders/lighting.glsl b/files/shaders/lighting.glsl index 4b7e23314..c6c03f223 100644 --- a/files/shaders/lighting.glsl +++ b/files/shaders/lighting.glsl @@ -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;