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@@ -52,11 +52,11 @@ fragment =
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result = layer0 * layer0.a + result * (1.0 - layer0.a);
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- float intersection_count = texture2D(u_layer2, v_uvs).r * 51; // (1 / .02) + 1 (+1 magically fixes issues with high intersection count models)
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+ float intersection_count = texture2D(u_layer2, v_uvs).r * 51.0; // (1 / .02) + 1 (+1 magically fixes issues with high intersection count models)
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float rest = mod(intersection_count + .01, 2.0);
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- if (rest > 1.0 && rest < 1.5 && intersection_count < 49)
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+ if (rest > 1.0 && rest < 1.5 && intersection_count < 49.0)
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{
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- result = result * (1.0 - u_xray_error_strength) + u_xray_error_strength * texture(u_xray_error, v_uvs * u_xray_error_scale);
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+ result = result * (1.0 - u_xray_error_strength) + u_xray_error_strength * texture2D(u_xray_error, v_uvs * u_xray_error_scale);
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}
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vec4 sum = vec4(0.0);
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