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Android fixes

luboslenco 1 tháng trước cách đây
mục cha
commit
cd219186e7

+ 4 - 2
paint/sources/make_colorid_picker.ts

@@ -23,8 +23,10 @@ function make_colorid_picker_run(kong: node_shader_t) {
 			node_shader_add_texture(kong, "gbufferD");
 			node_shader_add_constant(kong, "invVP: float4x4", "_inv_view_proj_matrix");
 			node_shader_add_function(kong, str_get_pos_nor_from_depth);
-			node_shader_write_frag(kong, "output[0] = float4(get_pos_from_depth(float2(constants.inp.x, 1.0 - constants.inp.y), constants.invVP), tex_coord_inp.x);");
-			node_shader_write_frag(kong, "output[1] = float4(get_nor_from_depth(output[0].rgb, float2(constants.inp.x, 1.0 - constants.inp.y), constants.invVP, float2(1.0, 1.0) / constants.gbuffer_size), tex_coord_inp.y);");
+			node_shader_write_frag(kong, "var out_pos_from_depth: float3 = get_pos_from_depth(float2(constants.inp.x, 1.0 - constants.inp.y), constants.invVP);");
+			node_shader_write_frag(kong, "var out_nor_from_depth: float3 = get_nor_from_depth(out_pos_from_depth, float2(constants.inp.x, 1.0 - constants.inp.y), constants.invVP, float2(1.0, 1.0) / constants.gbuffer_size);");
+			node_shader_write_frag(kong, "output[0] = float4(out_pos_from_depth, tex_coord_inp.x);");
+			node_shader_write_frag(kong, "output[1] = float4(out_nor_from_depth, tex_coord_inp.y);");
 		}
 		else {
 			kong.frag_out = "float4[4]";

+ 1 - 1
paint/sources/make_mesh_preview.ts

@@ -75,7 +75,7 @@ function make_mesh_preview_run(data: material_t, matcon: material_context_t): no
 		node_shader_write_frag(kong, "if (opacity < " + opac + ") { discard; }");
 	}
 
-	kong.frag_out = "float4[3]";
+	kong.frag_out = "float4[2]";
 	kong.frag_n = true;
 
 	node_shader_add_function(kong, str_pack_float_int16);