workaround a shader compiler bug on qualcomm h/w
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committed by
Mathias Agopian
parent
43d47745dd
commit
d6c5cb7778
@@ -79,7 +79,9 @@ uint getLightIndex(const uint index) {
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uint v = index >> 4u;
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uint c = (index >> 2u) & 0x3u;
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uint s = (index & 0x3u) * 8u;
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return (froxelRecordUniforms.records[v][c] >> s) & 0xFFu;
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// this intermediate is needed to workaround a bug on qualcomm h/w
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highp uvec4 d = froxelRecordUniforms.records[v];
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return (d[c] >> s) & 0xFFu;
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}
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float getSquareFalloffAttenuation(float distanceSquare, float falloff) {
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