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TextureTools: fix shader compilation.

Amazingly enough this worked until now. Maybe more strict NVidia GLSL
compiler?
pull/55/merge
Vladimír Vondruš 12 years ago
parent
commit
dc980454fc
  1. 4
      src/Magnum/TextureTools/DistanceFieldShader.frag

4
src/Magnum/TextureTools/DistanceFieldShader.frag

@ -64,7 +64,7 @@ out lowp float value;
#ifdef TEXELFETCH_USABLE #ifdef TEXELFETCH_USABLE
mediump ivec2 rotate(const mediump ivec2 vec) { mediump ivec2 rotate(const mediump ivec2 vec) {
return mediump ivec2(-vec.y, vec.x); return ivec2(-vec.y, vec.x);
} }
bool hasValue(const mediump ivec2 position, const mediump ivec2 offset) { bool hasValue(const mediump ivec2 position, const mediump ivec2 offset) {
@ -72,7 +72,7 @@ bool hasValue(const mediump ivec2 position, const mediump ivec2 offset) {
} }
#else #else
mediump vec2 rotate(const mediump vec2 vec) { mediump vec2 rotate(const mediump vec2 vec) {
return mediump vec2(-vec.y, vec.x); return vec2(-vec.y, vec.x);
} }
bool hasValue(const mediump vec2 position, const mediump vec2 offset) { bool hasValue(const mediump vec2 position, const mediump vec2 offset) {

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