From adf371f6203cf54919a041547c6e8547b62076c5 Mon Sep 17 00:00:00 2001 From: uis Date: Thu, 18 Jan 2024 21:17:43 +0300 Subject: [PATCH] Use proper built-in function for getting fraction part --- shader_glsl.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/shader_glsl.h b/shader_glsl.h index 9d084f6f..acb535ff 100644 --- a/shader_glsl.h +++ b/shader_glsl.h @@ -92,7 +92,7 @@ "#ifdef USEDEPTHRGB\n", " // for 565 RGB we'd need to use different multipliers\n", "#define decodedepthmacro(d) dot((d).rgb, vec3(1.0, 255.0 / 65536.0, 255.0 / 16777215.0))\n", -"#define encodedepthmacro(d) (vec4(d, d*256.0, d*65536.0, 0.0) - floor(vec4(d, d*256.0, d*65536.0, 0.0)))\n", +"#define encodedepthmacro(d) fract(vec4(d, d*256.0, d*65536.0, 0.0))\n", "#endif\n", "\n", "#ifdef VERTEX_SHADER\n", -- 2.39.2