Fix type error in subsurface scattering shader code

This commit is contained in:
Hiroshi Ogawa 2017-10-04 19:47:45 +09:00
parent 454dec2f2f
commit 8cf5f615f5

View File

@ -82,18 +82,18 @@ QUALIFIER vec2 kernel[17] = vec2[](
const int kernel_size=11;
QUALIFIER vec4 kernel[11] = vec4[](
vec4(0.560479, 0.0),
vec4(0.00471691, -2.0),
vec4(0.0192831, -1.28),
vec4(0.03639, -0.72),
vec4(0.0821904, -0.32),
vec4(0.0771802, -0.08),
vec4(0.0771802, 0.08),
vec4(0.0821904, 0.32),
vec4(0.03639, 0.72),
vec4(0.0192831, 1.28),
vec4(0.00471691,2.0)
QUALIFIER vec2 kernel[11] = vec2[](
vec2(0.560479, 0.0),
vec2(0.00471691, -2.0),
vec2(0.0192831, -1.28),
vec2(0.03639, -0.72),
vec2(0.0821904, -0.32),
vec2(0.0771802, -0.08),
vec2(0.0771802, 0.08),
vec2(0.0821904, 0.32),
vec2(0.03639, 0.72),
vec2(0.0192831, 1.28),
vec2(0.00471691,2.0)
);
#endif //USE_11_SAMPLES
@ -190,4 +190,3 @@ void main() {
frag_color = base_color;
}
}