Fix Realtime Compositor: Fix shader compilation on Metal
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@@ -51,7 +51,7 @@ void main()
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accumulated_weight += weight;
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/* Move the left texel one pixel in the clockwise tangent to the boundary. */
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left_texel += normalize((left_texel - boundary_texel).yx * vec2(-1.0, 1.0));
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left_texel += normalize((left_texel - vec2(boundary_texel)).yx * vec2(-1.0, 1.0));
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}
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/* When i is zero, we are accumulating the center pixel, which was already accumulated as the
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@@ -63,7 +63,7 @@ void main()
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accumulated_weight += weight;
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/* Move the left texel one pixel in the anti-clockwise tangent to the boundary. */
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right_texel += normalize((right_texel - boundary_texel).yx * vec2(1.0, -1.0));
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right_texel += normalize((right_texel - vec2(boundary_texel)).yx * vec2(1.0, -1.0));
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}
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}
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@@ -14,10 +14,10 @@ bool is_jump_flooded(vec4 value)
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/* Given the position of the closest seed, the distance to it, and whether the pixel is flooded,
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* encode that information in a vec4 in a format expected by the algorithm and return it */
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vec4 encode_jump_flooding_value(vec2 position_of_closest_seed, float distance, bool is_flooded)
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vec4 encode_jump_flooding_value(vec2 position_of_closest_seed, float dist, bool is_flooded)
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{
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if (is_flooded) {
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return vec4(position_of_closest_seed, distance, 0.0);
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return vec4(position_of_closest_seed, dist, 0.0);
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}
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return JUMP_FLOODING_NON_FLOODED_VALUE;
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}
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