From d376a1b7405ab5825791a0caea20391d5ad6163d Mon Sep 17 00:00:00 2001 From: Sergey Sharybin Date: Sat, 27 Apr 2013 16:43:15 +0000 Subject: Apparently better not to use values like 1.0f in GLSL code Fix from debug session of self and Ton, was affecting OSX builds, making GLSL display transform not working on this platform. --- intern/opencolorio/ocio_impl_glsl.cc | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'intern/opencolorio') diff --git a/intern/opencolorio/ocio_impl_glsl.cc b/intern/opencolorio/ocio_impl_glsl.cc index addca2ae96a..13c2fc07a9a 100644 --- a/intern/opencolorio/ocio_impl_glsl.cc +++ b/intern/opencolorio/ocio_impl_glsl.cc @@ -88,11 +88,11 @@ static const char *g_fragShaderText = "" "void main()\n" "{\n" " vec4 col = texture2D(tex1, gl_TexCoord[0].st);\n" -" if (predivide == false || col[3] == 1.0f || col[3] == 0.0f) {\n" +" if (predivide == false || col[3] == 1.0 || col[3] == 0.0) {\n" " gl_FragColor = OCIODisplay(col, tex2);\n" " } else {\n" " float alpha = col[3];\n" -" float inv_alpha = 1.0f / alpha;\n" +" float inv_alpha = 1.0 / alpha;\n" "\n" " col[0] *= inv_alpha;\n" " col[1] *= inv_alpha;\n" -- cgit v1.2.3