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| author | Juan Linietsky <reduzio@gmail.com> | 2020-05-01 09:34:23 -0300 |
|---|---|---|
| committer | Juan Linietsky <reduzio@gmail.com> | 2020-05-10 15:59:09 -0300 |
| commit | 1bea8e1eacc68bcedbd3f207395bccf11011dae2 (patch) | |
| tree | b75303a69491978c1e13360a3e6f355c5234dfe0 /servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl | |
| parent | 6a0473bcc23c096ef9ee929632a209761c2668f6 (diff) | |
| download | redot-engine-1bea8e1eacc68bcedbd3f207395bccf11011dae2.tar.gz | |
New lightmapper
-Added LocalVector (needed it)
-Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too)
-Fixes and changes all around the place
-Added library for 128 bits fixed point (required for Delaunay3D)
Diffstat (limited to 'servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl')
| -rw-r--r-- | servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl b/servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl index 41f8fde3ca..4cb486a499 100644 --- a/servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl +++ b/servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl @@ -142,7 +142,7 @@ void main() { // Pixel being shaded ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); - if (any(greaterThan(ssC, params.screen_size))) { //too large, do nothing + if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing return; } |
