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author | David Snopek <dsnopek@gmail.com> | 2024-02-21 09:54:38 -0600 |
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committer | David Snopek <dsnopek@gmail.com> | 2024-02-21 09:54:38 -0600 |
commit | 1e67de5e0c667ae8c87957bdafb9bb1a41cac679 (patch) | |
tree | 258ca27192e3b2cbd2d2b458b2d9b37b7581b615 /drivers | |
parent | 846d075a2f2333b4ba4cbca48a96484015b31031 (diff) | |
download | redot-engine-1e67de5e0c667ae8c87957bdafb9bb1a41cac679.tar.gz |
Fix OpenGL on Android after adding optional depth fog
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 2aeec42e15..27c292d163 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -1268,7 +1268,7 @@ vec4 fog_process(vec3 vertex) { float fog_z = smoothstep(scene_data.fog_depth_begin, scene_data.fog_depth_end, length(vertex)); fog_amount = pow(fog_z, scene_data.fog_depth_curve) * scene_data.fog_density; #else - fog_amount = 1 - exp(min(0.0, -length(vertex) * scene_data.fog_density)); + fog_amount = 1.0 - exp(min(0.0, -length(vertex) * scene_data.fog_density)); #endif // USE_DEPTH_FOG if (abs(scene_data.fog_height_density) >= 0.0001) { |