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Workaround for OpenGL terrain blend on Intel drivers.

LuisAntonRebollo преди 10 години
родител
ревизия
cf195152d6
променени са 2 файла, в които са добавени 2 реда и са изтрити 4 реда
  1. 1 2
      Templates/Empty/game/shaders/common/terrain/terrain.glsl
  2. 1 2
      Templates/Full/game/shaders/common/terrain/terrain.glsl

+ 1 - 2
Templates/Empty/game/shaders/common/terrain/terrain.glsl

@@ -35,8 +35,7 @@ float calcBlend( float texId, vec2 layerCoord, float layerSize, vec4 layerSample
    // match the current texture id.
    vec4 factors = vec4(0);
    for(int i = 0; i < 4; i++)
-      if(layerSample[i] == texId)
-         factors[i] = 1;
+      factors[i] = (layerSample[i] == texId) ? 1 : 0; // workaround for Intel
  
    // This is a custom bilinear filter.
 

+ 1 - 2
Templates/Full/game/shaders/common/terrain/terrain.glsl

@@ -35,8 +35,7 @@ float calcBlend( float texId, vec2 layerCoord, float layerSize, vec4 layerSample
    // match the current texture id.
    vec4 factors = vec4(0);
    for(int i = 0; i < 4; i++)
-      if(layerSample[i] == texId)
-         factors[i] = 1;
+      factors[i] = (layerSample[i] == texId) ? 1 : 0; // workaround for Intel
  
    // This is a custom bilinear filter.