|
@@ -139,12 +139,12 @@ mat3x3 quatToMat( vec4 quat )
|
|
|
vec2 parallaxOffset( sampler2D texMap, vec2 texCoord, vec3 negViewTS, float depthScale )
|
|
|
{
|
|
|
float depth = texture( texMap, texCoord ).a;
|
|
|
- vec2 offset = negViewTS.xy * ( depth * depthScale );
|
|
|
+ vec2 offset = negViewTS.xy * vec2( depth * depthScale );
|
|
|
|
|
|
for ( int i=0; i < PARALLAX_REFINE_STEPS; i++ )
|
|
|
{
|
|
|
depth = ( depth + texture( texMap, texCoord + offset ).a ) * 0.5;
|
|
|
- offset = negViewTS.xy * ( depth * depthScale );
|
|
|
+ offset = negViewTS.xy * vec2( depth * depthScale );
|
|
|
}
|
|
|
|
|
|
return offset;
|
|
@@ -154,12 +154,12 @@ vec2 parallaxOffset( sampler2D texMap, vec2 texCoord, vec3 negViewTS, float dept
|
|
|
vec2 parallaxOffsetDxtnm(sampler2D texMap, vec2 texCoord, vec3 negViewTS, float depthScale)
|
|
|
{
|
|
|
float depth = texture(texMap, texCoord).r;
|
|
|
- vec2 offset = negViewTS.xy * (depth * depthScale);
|
|
|
+ vec2 offset = negViewTS.xy * vec2(depth * depthScale);
|
|
|
|
|
|
for (int i = 0; i < PARALLAX_REFINE_STEPS; i++)
|
|
|
{
|
|
|
depth = (depth + texture(texMap, texCoord + offset).r) * 0.5;
|
|
|
- offset = negViewTS.xy * (depth * depthScale);
|
|
|
+ offset = negViewTS.xy * vec2(depth * depthScale);
|
|
|
}
|
|
|
|
|
|
return offset;
|