wrap lottes clamp fix in ifdef to keep code identical to GLSL version

This commit is contained in:
hunterk 2019-02-20 15:05:21 -06:00
parent 83f00bd780
commit 4a30ee25db

View file

@ -347,12 +347,12 @@ void main()
if (params.shadowMask > 0.0) if (params.shadowMask > 0.0)
outColor.rgb *= Mask(vTexCoord.xy / global.OutputSize.zw * 1.000001); outColor.rgb *= Mask(vTexCoord.xy / global.OutputSize.zw * 1.000001);
/* TODO/FIXME - hacky clamp fix */ #ifdef GL_ES /* TODO/FIXME - hacky clamp fix */
vec2 bordertest = (pos); vec2 bordertest = (pos);
if ( bordertest.x > 0.0001 && bordertest.x < 0.9999 && bordertest.y > 0.0001 && bordertest.y < 0.9999) if ( bordertest.x > 0.0001 && bordertest.x < 0.9999 && bordertest.y > 0.0001 && bordertest.y < 0.9999)
outColor.rgb = outColor.rgb; outColor.rgb = outColor.rgb;
else else
outColor.rgb = vec3(0.0); outColor.rgb = vec3(0.0);
#endif
FragColor = vec4(ToSrgb(outColor.rgb), 1.0); FragColor = vec4(ToSrgb(outColor.rgb), 1.0);
} }