diff options
-rw-r--r-- | src/extras/shaders/es3/light.inc.frag | 16 | ||||
-rw-r--r-- | src/extras/shaders/es3/metalrough.inc.frag | 6 |
2 files changed, 11 insertions, 11 deletions
diff --git a/src/extras/shaders/es3/light.inc.frag b/src/extras/shaders/es3/light.inc.frag index 9d03fca54..18012ccc1 100644 --- a/src/extras/shaders/es3/light.inc.frag +++ b/src/extras/shaders/es3/light.inc.frag @@ -4,14 +4,14 @@ const int TYPE_DIRECTIONAL = 1; const int TYPE_SPOT = 2; struct Light { int type; - vec3 position; - vec3 color; - float intensity; - vec3 direction; - float constantAttenuation; - float linearAttenuation; - float quadraticAttenuation; - float cutOffAngle; + FP vec3 position; + FP vec3 color; + FP float intensity; + FP vec3 direction; + FP float constantAttenuation; + FP float linearAttenuation; + FP float quadraticAttenuation; + FP float cutOffAngle; }; uniform Light lights[MAX_LIGHTS]; uniform int lightCount; diff --git a/src/extras/shaders/es3/metalrough.inc.frag b/src/extras/shaders/es3/metalrough.inc.frag index f145e90f8..188a367f5 100644 --- a/src/extras/shaders/es3/metalrough.inc.frag +++ b/src/extras/shaders/es3/metalrough.inc.frag @@ -66,7 +66,7 @@ int mipLevelCount(const in FP samplerCube cube) return nMips; } -float remapRoughness(const in FP float roughness) +FP float remapRoughness(const in FP float roughness) { // As per page 14 of // http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf @@ -177,7 +177,7 @@ FP vec3 pbrModel(const in int lightIndex, if (lights[lightIndex].type != TYPE_DIRECTIONAL) { // Point and Spot lights - vec3 sUnnormalized = vec3(lights[lightIndex].position) - wPosition; + FP vec3 sUnnormalized = vec3(lights[lightIndex].position) - wPosition; s = normalize(sUnnormalized); // Calculate the attenuation factor @@ -186,7 +186,7 @@ FP vec3 pbrModel(const in int lightIndex, if (lights[lightIndex].constantAttenuation != 0.0 || lights[lightIndex].linearAttenuation != 0.0 || lights[lightIndex].quadraticAttenuation != 0.0) { - float dist = length(sUnnormalized); + FP float dist = length(sUnnormalized); att = 1.0 / (lights[lightIndex].constantAttenuation + lights[lightIndex].linearAttenuation * dist + lights[lightIndex].quadraticAttenuation * dist * dist); |