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-rw-r--r--src/renderergl2/glsl/lightall_fp.glsl2
-rw-r--r--src/renderergl2/glsl/texturecolor_fp.glsl2
-rw-r--r--src/renderergl2/glsl/texturecolor_vp.glsl2
3 files changed, 1 insertions, 5 deletions
diff --git a/src/renderergl2/glsl/lightall_fp.glsl b/src/renderergl2/glsl/lightall_fp.glsl
index 7c62d664..f2da7821 100644
--- a/src/renderergl2/glsl/lightall_fp.glsl
+++ b/src/renderergl2/glsl/lightall_fp.glsl
@@ -164,7 +164,7 @@ vec3 EnvironmentBRDF(float gloss, float NE, vec3 specular)
{
#if 1
// from http://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_notes.pdf
- vec4 t = vec4( 1/0.96, 0.475, (0.0275 - 0.25 * 0.04)/0.96,0.25 ) * gloss;
+ vec4 t = vec4( 1.0/0.96, 0.475, (0.0275 - 0.25 * 0.04)/0.96,0.25 ) * gloss;
t += vec4( 0.0, 0.0, (0.015 - 0.75 * 0.04)/0.96,0.75 );
float a0 = t.x * min( t.y, exp2( -9.28 * NE ) ) + t.z;
float a1 = t.w;
diff --git a/src/renderergl2/glsl/texturecolor_fp.glsl b/src/renderergl2/glsl/texturecolor_fp.glsl
index e077e7da..7c9046e1 100644
--- a/src/renderergl2/glsl/texturecolor_fp.glsl
+++ b/src/renderergl2/glsl/texturecolor_fp.glsl
@@ -1,5 +1,3 @@
-#version 120
-
uniform sampler2D u_DiffuseMap;
uniform vec4 u_Color;
diff --git a/src/renderergl2/glsl/texturecolor_vp.glsl b/src/renderergl2/glsl/texturecolor_vp.glsl
index 7a5750a5..552cd938 100644
--- a/src/renderergl2/glsl/texturecolor_vp.glsl
+++ b/src/renderergl2/glsl/texturecolor_vp.glsl
@@ -1,5 +1,3 @@
-#version 120
-
attribute vec3 attr_Position;
attribute vec4 attr_TexCoord0;