Fix skyrotate glsl compilation error, apparently nvidia are fine with qcish syntax while other drivers are not.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5493 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2019-07-21 05:00:29 +00:00
parent df8440d682
commit 326f9dddc8
2 changed files with 2 additions and 2 deletions

View File

@ -4614,7 +4614,7 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
"return mat3(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s,\n"
"oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s,\n"
"oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c);\n"
"};\n"
"}\n"
"void main ()\n"
"{\n"
"pos = v_position.xyz - e_eyepos;\n"

View File

@ -20,7 +20,7 @@ mat3 rotateAroundAxis(vec4 axis) //xyz axis, with angle in w
return mat3(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s,
oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s,
oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c);
};
}
void main ()
{
pos = v_position.xyz - e_eyepos;