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Fixed an issue in the fog filter's shader that was preventing it to run on android

Nehon 9 年之前
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60a031dc02

+ 1 - 1
jme3-effects/src/main/resources/Common/MatDefs/Post/Fog.frag

@@ -6,10 +6,10 @@ uniform vec4 m_FogColor;
 uniform float m_FogDensity;
 uniform float m_FogDistance;
 
-vec2 m_FrustumNearFar=vec2(1.0,m_FogDistance);
 const float LOG2 = 1.442695;
 
 void main() {
+       vec2 m_FrustumNearFar=vec2(1.0,m_FogDistance);
        vec4 texVal = texture2D(m_Texture, texCoord);      
        float fogVal =texture2D(m_DepthTexture,texCoord).r;
        float depth= (2.0 * m_FrustumNearFar.x) / (m_FrustumNearFar.y + m_FrustumNearFar.x - fogVal* (m_FrustumNearFar.y-m_FrustumNearFar.x));

+ 1 - 1
jme3-effects/src/main/resources/Common/MatDefs/Post/Fog15.frag

@@ -10,10 +10,10 @@ uniform float m_FogDistance;
 in vec2 texCoord;
 out vec4 fragColor;
 
-vec2 m_FrustumNearFar=vec2(1.0,m_FogDistance);
 const float LOG2 = 1.442695;
 
 void main() {
+       vec2 m_FrustumNearFar=vec2(1.0,m_FogDistance);
        vec4 texVal = getColor(m_Texture, texCoord);
        float fogVal = getDepth(m_DepthTexture,texCoord).r;
        float depth= (2.0 * m_FrustumNearFar.x) / (m_FrustumNearFar.y + m_FrustumNearFar.x - fogVal* (m_FrustumNearFar.y-m_FrustumNearFar.x));