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Fix type error in subsurface scattering shader code

Hiroshi Ogawa 8 年之前
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8cf5f615f5
共有 1 个文件被更改,包括 12 次插入13 次删除
  1. 12 13
      drivers/gles3/shaders/subsurf_scattering.glsl

+ 12 - 13
drivers/gles3/shaders/subsurf_scattering.glsl

@@ -82,18 +82,18 @@ QUALIFIER vec2 kernel[17] = vec2[](
 
 const int kernel_size=11;
 
-QUALIFIER vec4 kernel[11] = vec4[](
-    vec4(0.560479,  0.0),
-    vec4(0.00471691,  -2.0),
-    vec4(0.0192831, -1.28),
-    vec4(0.03639, -0.72),
-    vec4(0.0821904,  -0.32),
-    vec4(0.0771802, -0.08),
-    vec4(0.0771802,  0.08),
-    vec4(0.0821904, 0.32),
-    vec4(0.03639, 0.72),
-    vec4(0.0192831, 1.28),
-    vec4(0.00471691,2.0)
+QUALIFIER vec2 kernel[11] = vec2[](
+    vec2(0.560479,  0.0),
+    vec2(0.00471691,  -2.0),
+    vec2(0.0192831, -1.28),
+    vec2(0.03639, -0.72),
+    vec2(0.0821904,  -0.32),
+    vec2(0.0771802, -0.08),
+    vec2(0.0771802,  0.08),
+    vec2(0.0821904, 0.32),
+    vec2(0.03639, 0.72),
+    vec2(0.0192831, 1.28),
+    vec2(0.00471691,2.0)
 );
 
 #endif //USE_11_SAMPLES
@@ -190,4 +190,3 @@ void main() {
 		frag_color = base_color;
 	}
 }
-