Tentatively make ALS grass shader more palatable to AMD/Radeon
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2 changed files with 4 additions and 4 deletions
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@ -29,9 +29,9 @@ uniform sampler2D densityTex;
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uniform float osg_SimulationTime;
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uniform float osg_SimulationTime;
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varying in vec2 g_rawpos; // Horizontal position in model space
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varying vec2 g_rawpos; // Horizontal position in model space
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varying in float g_distance_to_eye; // Distance to the camera. Layers were disregarded
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varying float g_distance_to_eye; // Distance to the camera. Layers were disregarded
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flat in float g_layer; // The layer where the fragment lives (0-1 range)
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varying float g_layer; // The layer where the fragment lives (0-1 range)
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float rand2D(in vec2 co);
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float rand2D(in vec2 co);
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float Noise2D(in vec2 co, in float wavelength);
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float Noise2D(in vec2 co, in float wavelength);
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@ -12,7 +12,7 @@ varying in vec3 v_normal[3];
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varying out vec2 g_rawpos;
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varying out vec2 g_rawpos;
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varying out float g_distance_to_eye;
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varying out float g_distance_to_eye;
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flat varying out float g_layer;
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varying out float g_layer;
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