GL: Missing float precision qualifier in Bump Map calc

This commit is contained in:
Flyinghead 2018-08-13 18:21:52 +02:00
parent e10b46dbca
commit f3bbb06d8c
1 changed files with 2 additions and 2 deletions

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@ -276,8 +276,8 @@ void main() \n\
lowp vec4 texcol=texture(tex, vtx_uv); \n\
\n\
#if pp_BumpMap == 1 \n\
float s = PI / 2.0 * (texcol.a * 15.0 * 16.0 + texcol.r * 15.0) / 255.0; \n\
float r = 2.0 * PI * (texcol.g * 15.0 * 16.0 + texcol.b * 15.0) / 255.0; \n\
highp float s = PI / 2.0 * (texcol.a * 15.0 * 16.0 + texcol.r * 15.0) / 255.0; \n\
highp float r = 2.0 * PI * (texcol.g * 15.0 * 16.0 + texcol.b * 15.0) / 255.0; \n\
texcol.a = clamp(vtx_offs.a + vtx_offs.r * sin(s) + vtx_offs.g * cos(s) * cos(r - 2.0 * PI * vtx_offs.b), 0.0, 1.0); \n\
texcol.rgb = vec3(1.0, 1.0, 1.0); \n\
#else\n\