From 7e816deb446f78715c420edde902042af82e76fa Mon Sep 17 00:00:00 2001 From: Frederic Bouvier Date: Tue, 2 Nov 2010 21:31:00 +0100 Subject: [PATCH] Revert "Small fix to the urban shader" This reverts commit 41027306053caabfa9dc8bf999fad3740e91cdb2. --- Shaders/urban.frag | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/Shaders/urban.frag b/Shaders/urban.frag index 69c20a061..f61faa35a 100644 --- a/Shaders/urban.frag +++ b/Shaders/urban.frag @@ -45,9 +45,9 @@ void QDM(inout vec3 p, inout vec3 v) float level = MAX_LEVEL; vec2 dirSign = (sign(v.xy) + 1.0) * 0.5; GlobalIterationCount = 0; - float d = 0.0; + float d = 0; - while (level >= 0.0 && GlobalIterationCount < gIterationCap) + while (level >= 0 && GlobalIterationCount < gIterationCap) { vec4 uv = vec4(p2.xyz, level); d = texture2DLod(QDMTex, uv.xy, uv.w).w; @@ -98,8 +98,8 @@ void QDM(inout vec3 p, inout vec3 v) float dA = p2.z * (rayLength - BILINEAR_SMOOTH_FACTOR * TEXEL_SPAN_HALF) / rayLength; float dB = p2.z * (rayLength + BILINEAR_SMOOTH_FACTOR * TEXEL_SPAN_HALF) / rayLength; - vec4 p2a = vec4(p + v * dA, 0.0); - vec4 p2b = vec4(p + v * dB, 0.0); + vec4 p2a = vec4(p + v * dA, 0); + vec4 p2b = vec4(p + v * dB, 0); dA = texture2DLod(NormalTex, p2a.xy, p2a.w).w; dB = texture2DLod(NormalTex, p2b.xy, p2b.w).w;