diff --git a/src/Magnum/Shaders/AbstractVector.h b/src/Magnum/Shaders/AbstractVector.h index 4006746c0..8435fbe7f 100644 --- a/src/Magnum/Shaders/AbstractVector.h +++ b/src/Magnum/Shaders/AbstractVector.h @@ -91,7 +91,7 @@ template class AbstractVector: public GL::AbstractShader #else private: #endif - enum: Int { VectorTextureLayer = 15 }; + enum: Int { VectorTextureLayer = 0 }; explicit AbstractVector(NoCreateT) noexcept: GL::AbstractShaderProgram{NoCreate} {} explicit AbstractVector() = default; diff --git a/src/Magnum/Shaders/DistanceFieldVector.frag b/src/Magnum/Shaders/DistanceFieldVector.frag index c008b2eac..d9812aa8a 100644 --- a/src/Magnum/Shaders/DistanceFieldVector.frag +++ b/src/Magnum/Shaders/DistanceFieldVector.frag @@ -62,7 +62,7 @@ uniform lowp float smoothness ; #ifdef EXPLICIT_TEXTURE_LAYER -layout(binding = 15) +layout(binding = 0) #endif uniform lowp sampler2D vectorTexture; @@ -80,8 +80,8 @@ void main() { /* Outline */ if(outlineRange.x > outlineRange.y) { - lowp float mid = (outlineRange.x + outlineRange.y)/2.0; - lowp float halfRange = (outlineRange.x - outlineRange.y)/2.0; + lowp float mid = (outlineRange.x + outlineRange.y)*0.5; + lowp float halfRange = (outlineRange.x - outlineRange.y)*0.5; fragmentColor += smoothstep(halfRange+smoothness, halfRange-smoothness, distance(mid, intensity))*outlineColor; } } diff --git a/src/Magnum/Shaders/Vector.frag b/src/Magnum/Shaders/Vector.frag index 613ba5c42..2467e600f 100644 --- a/src/Magnum/Shaders/Vector.frag +++ b/src/Magnum/Shaders/Vector.frag @@ -44,7 +44,7 @@ uniform lowp vec4 color ; #ifdef EXPLICIT_TEXTURE_LAYER -layout(binding = 15) +layout(binding = 0) #endif uniform lowp sampler2D vectorTexture;