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Use step function rather than cast of boolean expression.

This commit is contained in:
Stuart Buchanan 2013-05-13 22:59:25 +01:00
parent 23ba1b3a56
commit 1e09cf85ef

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@ -85,7 +85,7 @@ void main()
float cr = cos(gl_FogCoord + gl_Color.x);
// Shift texture to account for snow level and seasons
gl_TexCoord[0] = vec4(texFract + 0.25 * float(gl_Color.z > snow_level) + 0.5 * float(season), gl_MultiTexCoord0.y, 0.0, 0.0);
gl_TexCoord[0] = vec4(texFract + 0.25 * step(snow_level, gl_Color.z) + 0.5 * float(season), gl_MultiTexCoord0.y, 0.0, 0.0);
// scaling
vec3 position = gl_Vertex.xyz * gl_Normal.xxy;