Rename reserved GLSL word on AMD GPU

This commit is contained in:
ExPikaPaka
2026-07-21 14:07:51 +02:00
parent eacc236ccb
commit dc1e8b6dc3
4 changed files with 14 additions and 14 deletions

View File

@@ -40,7 +40,7 @@ varying vec3 clipping_planes_dots;
varying vec4 model_pos;
varying vec4 world_pos;
varying float weight;
varying float active;
varying float island_active;
varying vec2 vertex_uv;
void projection_axes(vec3 n, out vec3 t, out vec3 b)
@@ -81,7 +81,7 @@ void main()
// Mikkelsen surface-gradient bump; see the 140 variant for the full rationale. Scale-exact
// for a conformal LSCM map (no global 1/tiling assumption), and gated by the paint weight
// via a multiply so the branch stays uniform (use_vertex_uv is a uniform).
vec2 uv = (active > 0.5)
vec2 uv = (island_active > 0.5)
? vec2(dot(island_delta_lin.xy, vertex_uv), dot(island_delta_lin.zw, vertex_uv)) + island_delta_tr
: vertex_uv;
float h = texture2D(height_tex, uv).r;

View File

@@ -17,7 +17,7 @@ varying vec3 clipping_planes_dots;
varying vec4 model_pos;
varying vec4 world_pos;
varying float weight;
varying float active;
varying float island_active;
varying vec2 vertex_uv;
void main()
@@ -28,7 +28,7 @@ void main()
gl_Position = projection_matrix * view_model_matrix * model_pos;
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
weight = v_normal.x;
active = v_normal.y;
vertex_uv = v_tex_coord;
weight = v_normal.x;
island_active = v_normal.y;
vertex_uv = v_tex_coord;
}