From 65545d17903fc0ec028b198d459835da79a23f2c Mon Sep 17 00:00:00 2001 From: Mika Salmela Date: Tue, 12 Nov 2013 11:47:31 +0200 Subject: Removed rounding additions for surface shaders MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Change-Id: I430aca3c3ff6cb1ce4ee7eb8eab1a31c57d1e890 Reviewed-by: Tomi Korpipää --- src/datavisualization/engine/shaders/surfaceShadowFlat.frag | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/datavisualization/engine/shaders/surfaceShadowFlat.frag') diff --git a/src/datavisualization/engine/shaders/surfaceShadowFlat.frag b/src/datavisualization/engine/shaders/surfaceShadowFlat.frag index a426b01e..6341136e 100644 --- a/src/datavisualization/engine/shaders/surfaceShadowFlat.frag +++ b/src/datavisualization/engine/shaders/surfaceShadowFlat.frag @@ -34,7 +34,7 @@ highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216), vec2(0.14383161, -0.14100790)); void main() { - highp vec2 gradientUV = vec2(0.0, (coords_mdl.y + 1.001) / 2.0); // 1000 pixel texture, we need a margin for 1/1000 rounding error + highp vec2 gradientUV = vec2(0.0, (coords_mdl.y + 1.0) / 2.0); highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz; highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor; highp vec3 materialSpecularColor = vec3(1.0, 1.0, 1.0); -- cgit v1.2.3