]> de.git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
fix a compile error FruitieX gets
authordivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 25 Sep 2009 21:21:50 +0000 (21:21 +0000)
committerdivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 25 Sep 2009 21:21:50 +0000 (21:21 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@9237 d7cf8633-e32d-0410-b094-e92efae38249

gl_rmain.c

index f48f40863f4bcf55b74a78d2f7f5fbe71bf78156..1d2091b1954f28a0374c9ddf46a1b32630485494 100644 (file)
@@ -1072,15 +1072,15 @@ static const char *builtinshaderstring =
 "      // content.\n"
 "      // Remove this 'ack once we have a better way to stop this thing from\n"
 "      // 'appening.\n"
-"      float f = min(1, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.05, 0.05))) / 0.02);\n"
-"      f      *= min(1, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.05, -0.05))) / 0.02);\n"
-"      f      *= min(1, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.05, 0.05))) / 0.02);\n"
-"      f      *= min(1, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.05, -0.05))) / 0.02);\n"
+"      float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.05, 0.05))) / 0.02);\n"
+"      f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.05, -0.05))) / 0.02);\n"
+"      f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.05, 0.05))) / 0.02);\n"
+"      f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.05, -0.05))) / 0.02);\n"
 "      ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
-"      f       = min(1, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.05, 0.05))) / 0.02);\n"
-"      f      *= min(1, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.05, -0.05))) / 0.02);\n"
-"      f      *= min(1, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.05, 0.05))) / 0.02);\n"
-"      f      *= min(1, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.05, -0.05))) / 0.02);\n"
+"      f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.05, 0.05))) / 0.02);\n"
+"      f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.05, -0.05))) / 0.02);\n"
+"      f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.05, 0.05))) / 0.02);\n"
+"      f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.05, -0.05))) / 0.02);\n"
 "      ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
 "      float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
 "      gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
@@ -1107,10 +1107,10 @@ static const char *builtinshaderstring =
 "      // content.\n"
 "      // Remove this 'ack once we have a better way to stop this thing from\n"
 "      // 'appening.\n"
-"      float f = min(1, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.05, 0.05))) / 0.02);\n"
-"      f      *= min(1, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.05, -0.05))) / 0.02);\n"
-"      f      *= min(1, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.05, 0.05))) / 0.02);\n"
-"      f      *= min(1, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.05, -0.05))) / 0.02);\n"
+"      float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.05, 0.05))) / 0.02);\n"
+"      f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.05, -0.05))) / 0.02);\n"
+"      f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.05, 0.05))) / 0.02);\n"
+"      f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.05, -0.05))) / 0.02);\n"
 "      ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
 "      gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
 "}\n"
@@ -1344,10 +1344,10 @@ static const char *builtinshaderstring =
 "      // content.\n"
 "      // Remove this 'ack once we have a better way to stop this thing from\n"
 "      // 'appening.\n"
-"      float f = min(1, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.05, 0.05))) / 0.02);\n"
-"      f      *= min(1, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.05, -0.05))) / 0.02);\n"
-"      f      *= min(1, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.05, 0.05))) / 0.02);\n"
-"      f      *= min(1, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.05, -0.05))) / 0.02);\n"
+"      float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.05, 0.05))) / 0.02);\n"
+"      f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.05, -0.05))) / 0.02);\n"
+"      f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.05, 0.05))) / 0.02);\n"
+"      f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.05, -0.05))) / 0.02);\n"
 "      ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
 "      color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
 "#endif\n"