Fixed a literal in vertex shader that refused to compile on OSX

This commit is contained in:
Lukas Matena 2019-04-08 16:05:18 +02:00
parent eadf7daa37
commit 3a09f66e51

View File

@ -23,7 +23,7 @@ void main()
if ((world_pos.z < z_range.x) || (z_range.y < world_pos.z)) if ((world_pos.z < z_range.x) || (z_range.y < world_pos.z))
discard; discard;
if (world_pos.x*clipping_plane.x + world_pos.y*clipping_plane.y + world_pos.z*clipping_plane.z + clipping_plane.w < 0.f ) if (world_pos.x*clipping_plane.x + world_pos.y*clipping_plane.y + world_pos.z*clipping_plane.z + clipping_plane.w < 0.0 )
discard; discard;
// if the fragment is outside the print volume -> use darker color // if the fragment is outside the print volume -> use darker color