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@@ -352,7 +352,7 @@ bgfx_shaders = {
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"""
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fs_code = """
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- ISAMPLER2D(s_selection, 0);
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+ USAMPLER2D(s_selection, 0);
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SAMPLER2D(s_selection_depth, 1);
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SAMPLER2D(s_main_depth, 2);
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uniform vec4 u_outline_color;
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@@ -361,7 +361,7 @@ bgfx_shaders = {
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{
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vec2 tex_size = textureSize(s_selection, 0) - vec2(1, 1);
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- int id[8];
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+ uint id[8];
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id[0] = texelFetch(s_selection, ivec2(v_texcoord0 * tex_size + vec2(-1, -1)), 0).r;
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id[1] = texelFetch(s_selection, ivec2(v_texcoord0 * tex_size + vec2( 0, -1)), 0).r;
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id[2] = texelFetch(s_selection, ivec2(v_texcoord0 * tex_size + vec2( 1, -1)), 0).r;
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@@ -371,7 +371,7 @@ bgfx_shaders = {
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id[6] = texelFetch(s_selection, ivec2(v_texcoord0 * tex_size + vec2(-1, 1)), 0).r;
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id[7] = texelFetch(s_selection, ivec2(v_texcoord0 * tex_size + vec2(-1, 0)), 0).r;
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- int ref_id = texelFetch(s_selection, ivec2(v_texcoord0 * tex_size), 0).r;
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+ uint ref_id = texelFetch(s_selection, ivec2(v_texcoord0 * tex_size), 0).r;
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float alpha = 0.0;
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for (int ii = 0; ii < 8; ++ii)
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