forked from Mirrors/openclonk
Fix material/texture selection in landscape shader (#1841)
parent
e59205c2f3
commit
02fa5abc66
|
@ -105,7 +105,7 @@ slice(material)
|
|||
int matMapIx = f2i(landscapePx.r);
|
||||
vec4 matMap = queryMatMap(2*matMapIx);
|
||||
vec4 matMapX = queryMatMap(2*matMapIx+1);
|
||||
float materialIx = f2i(matMap.a) / 256.0 * materialDepth;
|
||||
float materialIx = int(matMap.a * (materialDepth - 1) + 0.5);
|
||||
vec3 matEmit = matMap.rgb;
|
||||
vec3 matSpot = matMapX.rgb * 255.9f / 16.0f;
|
||||
float matAngle = matMapX.a;
|
||||
|
@ -117,7 +117,7 @@ slice(material)
|
|||
int matMapIx2 = f2i(landscapePx2.r);
|
||||
vec4 matMap2 = queryMatMap(2*matMapIx2);
|
||||
vec4 matMapX2 = queryMatMap(2*matMapIx2+1);
|
||||
float materialIx2 = f2i(matMap2.a) / 256.0 * materialDepth;
|
||||
float materialIx2 = int(matMap2.a * (materialDepth - 1) + 0.5);
|
||||
vec3 matEmit2 = matMap2.rgb;
|
||||
vec3 matSpot2 = matMapX2.rgb * 255.9f / 16.0f;
|
||||
float matAngle2 = matMapX2.a;
|
||||
|
|
Loading…
Reference in New Issue