diff --git a/jme3-core/src/main/resources/Common/ShaderLib/GLSLCompat.glsllib b/jme3-core/src/main/resources/Common/ShaderLib/GLSLCompat.glsllib index ba03d60a3b..4b442502f6 100644 --- a/jme3-core/src/main/resources/Common/ShaderLib/GLSLCompat.glsllib +++ b/jme3-core/src/main/resources/Common/ShaderLib/GLSLCompat.glsllib @@ -5,7 +5,6 @@ #if __VERSION__ >= 130 precision highp sampler2DArray; #endif - precision highp sampler2DArray; precision highp sampler2DShadow; precision highp samplerCube; precision highp sampler3D; diff --git a/jme3-core/src/main/resources/Common/ShaderLib/NoiseLib.glsllib b/jme3-core/src/main/resources/Common/ShaderLib/NoiseLib.glsllib index db58f51bd4..476eb432d4 100644 --- a/jme3-core/src/main/resources/Common/ShaderLib/NoiseLib.glsllib +++ b/jme3-core/src/main/resources/Common/ShaderLib/NoiseLib.glsllib @@ -9,7 +9,7 @@ float noise(vec2 n) { const vec2 d = vec2(0.0, 1.0); - vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n)); + vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n)); return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y); } @@ -90,8 +90,8 @@ //used to reference the same float generated by noise for all shaders, so afflictionness appears to spread and splat naturally float getStaticNoiseVar0(vec3 wPos, float afflictionVar){ - float noiseVar0 = Noise3D(wPos, 28); - float noiseVar1 = Noise3D(wPos, 3); + float noiseVar0 = Noise3D(wPos, 28.0); + float noiseVar1 = Noise3D(wPos, 3.0); float noiseVar2 = Noise3D(wPos, 0.8); float noiseVar = ((noiseVar0 + noiseVar1) * 0.4) + (noiseVar2 * 0.2 * afflictionVar);