Fix GLES2 rendering

This commit is contained in:
Yuri Roubinski 2019-08-03 21:21:29 +03:00
parent 20556e3fd8
commit 393f142495

View File

@ -36,7 +36,7 @@ highp vec4 texel2DFetch(highp sampler2D tex, ivec2 size, ivec2 coord) {
return texture2DLod(tex, vec2(x_coord, y_coord), 0.0);
}
#ifdef SINH_USED
#if defined(SINH_USED)
highp float sinh(highp float x) {
return 0.5 * (exp(x) - exp(-x));
@ -56,7 +56,7 @@ highp vec4 sinh(highp vec4 x) {
#endif
#ifdef COSH_USED
#if defined(COSH_USED)
highp float cosh(highp float x) {
return 0.5 * (exp(x) + exp(-x));
@ -76,7 +76,7 @@ highp vec4 cosh(highp vec4 x) {
#endif
#ifdef TANH_USED
#if defined(TANH_USED)
highp float tanh(highp float x) {
highp float exp2x = exp(2.0 * x);
@ -106,7 +106,7 @@ highp vec4 tanh(highp vec4 x) {
#endif
#ifdef ASINH_USED
#if defined(ASINH_USED)
highp float asinh(highp float x) {
return sign(x) * log(abs(x) + sqrt(1.0 + x * x));
@ -126,7 +126,7 @@ highp vec4 asinh(highp vec4 x) {
#endif
#ifdef ACOSH_USED
#if defined(ACOSH_USED)
highp float acosh(highp float x) {
return log(x + sqrt(x * x - 1.0));
@ -146,7 +146,7 @@ highp vec4 acosh(highp vec4 x) {
#endif
#ifdef ATANH_USED
#if defined(ATANH_USED)
highp float atanh(highp float x) {
return 0.5 * log((1.0 + x) / (1.0 - x));
@ -166,7 +166,7 @@ highp vec4 atanh(highp vec4 x) {
#endif
#ifdef ROUND_USED
#if defined(ROUND_USED)
highp float round(highp float x) {
return floor(x + 0.5);
@ -186,7 +186,7 @@ highp vec4 round(highp vec4 x) {
#endif
#ifdef ROUND_EVEN_USED
#if defined(ROUND_EVEN_USED)
highp float roundEven(highp float x) {
highp float t = x + 0.5;
@ -216,7 +216,7 @@ highp vec4 roundEven(highp vec4 x) {
#endif
#ifdef IS_INF_USED
#if defined(IS_INF_USED)
bool isinf(highp float x) {
return (2 * x == x) && (x != 0);
@ -236,7 +236,7 @@ bvec4 isinf(highp vec4 x) {
#endif
#ifdef IS_NAN_USED
#if defined(IS_NAN_USED)
bool isnan(highp float x) {
return x != x;
@ -256,7 +256,7 @@ bvec4 isnan(highp vec4 x) {
#endif
#ifdef TRUNC_USED
#if defined(TRUNC_USED)
highp float trunc(highp float x) {
return x < 0 ? -floor(-x) : floor(x);
@ -276,7 +276,7 @@ highp vec4 trunc(highp vec4 x) {
#endif
#ifdef DETERMINANT_USED
#if defined(DETERMINANT_USED)
highp float determinant(highp mat2 m) {
return m[0].x * m[1].y - m[1].x * m[0].y;
@ -301,7 +301,7 @@ highp float determinant(highp mat4 m) {
#ifndef USE_GLES_OVER_GL
#ifdef TRANSPOSE_USED
#if defined(TRANSPOSE_USED)
highp mat2 transpose(highp mat2 m) {
return mat2(
@ -326,7 +326,7 @@ highp mat4 transpose(highp mat4 m) {
vec4(m[0].w, m[1].w, m[2].w, m[3].w));
}
#ifdef OUTER_PRODUCT_USED
#if defined(OUTER_PRODUCT_USED)
highp mat2 outerProduct(highp vec2 c, highp vec2 r) {
return mat2(c * r.x, c * r.y);