From e4483eca01b48b943cd0461e24a74ae1a3139ed4 Mon Sep 17 00:00:00 2001 From: Nicolas James Date: Wed, 12 Feb 2025 21:57:46 +1100 Subject: Update to most recent version (old initial commit) --- res/shaders/framebuffer.fs | 2 +- res/shaders/postprocess.fs | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) (limited to 'res/shaders') diff --git a/res/shaders/framebuffer.fs b/res/shaders/framebuffer.fs index b644980..9a302a5 100644 --- a/res/shaders/framebuffer.fs +++ b/res/shaders/framebuffer.fs @@ -41,7 +41,7 @@ float linearise_depth(const float depth) { (2.0 * znear * zfar) / (zfar + znear - (z * (zfar - znear))); // Usually we would just return linear depth, but this is incorrect! We need // to account for the additional distance of the frustum away from the - // center of the screen. Just some trigonomety + // center of the screen. const float xsigma = tan(xfov * 0.5) * zfar * _f_texture.x; const float ysigma = tan(yfov * 0.5) * zfar * _f_texture.y; diff --git a/res/shaders/postprocess.fs b/res/shaders/postprocess.fs index af09c2c..1d90d75 100644 --- a/res/shaders/postprocess.fs +++ b/res/shaders/postprocess.fs @@ -12,7 +12,7 @@ layout(std140, binding = 0) uniform _u_globals { float zfar; float xfov; float yfov; - uint time; + int time; }; const float u_lumaThreshold = 0.125f; -- cgit v1.2.3