Fix warning on some GPUs.
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5689d76dca
commit
613db9668f
3 changed files with 4 additions and 4 deletions
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@ -13,7 +13,7 @@ void main() {
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float numVarieties = gl_Normal.z;
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float numVarieties = gl_Normal.z;
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float texFract = floor(fract(gl_MultiTexCoord0.x) * numVarieties) / (numVarieties * 4.0);
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float texFract = floor(fract(gl_MultiTexCoord0.x) * numVarieties) / (numVarieties * 4.0);
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texFract += floor(gl_MultiTexCoord0.x) / (numVarieties * 4.0);
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texFract += floor(gl_MultiTexCoord0.x) / (numVarieties * 4.0);
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gl_TexCoord[0] = vec4(texFract + 0.5 * season, gl_MultiTexCoord0.y, 0.0, 0.0);
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gl_TexCoord[0] = vec4(texFract + 0.5 * float(season), gl_MultiTexCoord0.y, 0.0, 0.0);
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// Position and scaling
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// Position and scaling
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vec3 position = gl_Vertex.xyz * gl_Normal.xxy;
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vec3 position = gl_Vertex.xyz * gl_Normal.xxy;
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@ -38,7 +38,7 @@ uniform float overcast;
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//uniform float scattering;
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//uniform float scattering;
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uniform float ground_scattering;
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uniform float ground_scattering;
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uniform float snow_level;
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uniform float snow_level;
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uniform int season;
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uniform int season;
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float earthShade;
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float earthShade;
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float mie_angle;
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float mie_angle;
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@ -85,7 +85,7 @@ void main()
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float cr = cos(gl_FogCoord + gl_Color.x);
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float cr = cos(gl_FogCoord + gl_Color.x);
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// Shift texture to account for snow level and seasons
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// Shift texture to account for snow level and seasons
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gl_TexCoord[0] = vec4(texFract + 0.25 * int(gl_Color.z > snow_level) + 0.5 * season, gl_MultiTexCoord0.y, 0.0, 0.0);
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gl_TexCoord[0] = vec4(texFract + 0.25 * float(gl_Color.z > snow_level) + 0.5 * float(season), gl_MultiTexCoord0.y, 0.0, 0.0);
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// scaling
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// scaling
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vec3 position = gl_Vertex.xyz * gl_Normal.xxy;
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vec3 position = gl_Vertex.xyz * gl_Normal.xxy;
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@ -25,7 +25,7 @@ void main(void)
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// so that trees aren't all oriented N/S
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// so that trees aren't all oriented N/S
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float sr = sin(gl_FogCoord + gl_Color.x);
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float sr = sin(gl_FogCoord + gl_Color.x);
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float cr = cos(gl_FogCoord + gl_Color.x);
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float cr = cos(gl_FogCoord + gl_Color.x);
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gl_TexCoord[0] = vec4(texFract + 0.5 * season, gl_MultiTexCoord0.y, 0.0, 0.0);
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gl_TexCoord[0] = vec4(texFract + 0.5 * float(season), gl_MultiTexCoord0.y, 0.0, 0.0);
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// scaling
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// scaling
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vec3 position = gl_Vertex.xyz * gl_Normal.xxy;
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vec3 position = gl_Vertex.xyz * gl_Normal.xxy;
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