From 6d3a7a4ccae6e7cd7b1d5ca0626ff1bcbef1da0f Mon Sep 17 00:00:00 2001 From: Thomas Debesse Date: Tue, 17 Feb 2026 08:46:31 +0100 Subject: [PATCH] glsl: fix int/float type mismatch Some GL ES drivers running under GL4ES may be very picky about typing and GL4ES still has to implement casting. --- src/engine/renderer/glsl_source/fogEquation_fp.glsl | 2 +- src/engine/renderer/glsl_source/fog_fp.glsl | 2 +- src/engine/renderer/glsl_source/vertexAnimation_vp.glsl | 4 ++-- 3 files changed, 4 insertions(+), 4 deletions(-) diff --git a/src/engine/renderer/glsl_source/fogEquation_fp.glsl b/src/engine/renderer/glsl_source/fogEquation_fp.glsl index 2be37f45ad..6caf958789 100644 --- a/src/engine/renderer/glsl_source/fogEquation_fp.glsl +++ b/src/engine/renderer/glsl_source/fogEquation_fp.glsl @@ -34,7 +34,7 @@ SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. float FogGradientFunction(float k, float t) { - return 1 - exp(-k * t); + return 1.0 - exp(-k * t); } float FogGradientAntiderivative(float k, float t) diff --git a/src/engine/renderer/glsl_source/fog_fp.glsl b/src/engine/renderer/glsl_source/fog_fp.glsl index 1122b0b432..bac69eac39 100644 --- a/src/engine/renderer/glsl_source/fog_fp.glsl +++ b/src/engine/renderer/glsl_source/fog_fp.glsl @@ -124,7 +124,7 @@ void main() float s = distInFog * GetFogGradientModifier(u_FogGradient.y, t0, t1) * u_FogGradient.x; - vec4 color = vec4(1, 1, 1, GetFogAlpha(s)); + vec4 color = vec4(1.0, 1.0, 1.0, GetFogAlpha(s)); outputColor = UnpackColor( u_Color ) * color; } diff --git a/src/engine/renderer/glsl_source/vertexAnimation_vp.glsl b/src/engine/renderer/glsl_source/vertexAnimation_vp.glsl index a730672daa..94157be30c 100644 --- a/src/engine/renderer/glsl_source/vertexAnimation_vp.glsl +++ b/src/engine/renderer/glsl_source/vertexAnimation_vp.glsl @@ -41,7 +41,7 @@ void VertexAnimation_P_N( vec3 fromPosition, vec3 toPosition, vec3 toNormal = QuatTransVec( toQTangent, vec3( 0.0, 0.0, 1.0 ) ); position.xyz = 512.0 * mix(fromPosition, toPosition, frac); - position.w = 1; + position.w = 1.0; normal = normalize(mix(fromNormal, toNormal, frac)); } @@ -58,7 +58,7 @@ void VertexFetch(out vec4 position, QTangentToLocalBasis( attr_QTangent2, toLB ); position.xyz = 512.0 * mix(attr_Position, attr_Position2, u_VertexInterpolation); - position.w = 1; + position.w = 1.0; LB.normal = normalize(mix(fromLB.normal, toLB.normal, u_VertexInterpolation)); LB.tangent = normalize(mix(fromLB.tangent, toLB.tangent, u_VertexInterpolation));