fix oopsie compile error

This commit is contained in:
Xonk
2026-04-19 00:11:04 -04:00
parent ebdcf56ccd
commit 56bac8faa7
+30 -28
View File
@@ -166,37 +166,39 @@ void doCameraGridLines(inout vec3 color, in vec2 texcoord){
color = mix(color, vec3(1.0), gridLines);
}
void doColorKeying(inout vec3 color){
// get distance from the camera in meters
#ifdef USING_LOD_MOD
float linearDistance = length(mat3(gbufferModelViewInverse)*toScreenSpace_DH(gl_FragCoord.xy*texelSize, texelFetch(depthtex0,ivec2(gl_FragCoord.xy),0).r, texelFetch(LOD_DEPTHTEX0,ivec2(gl_FragCoord.xy),0).r));
#else
float linearDistance = length(mat3(gbufferModelViewInverse)*toScreenSpace(vec3(gl_FragCoord.xy*texelSize, texelFetch(depthtex0,ivec2(gl_FragCoord.xy),0).r)));
#endif
#ifdef COLOR_KEYING
void doColorKeying(inout vec3 color){
// get distance from the camera in meters
#ifdef USING_LOD_MOD
float linearDistance = length(mat3(gbufferModelViewInverse)*toScreenSpace_DH(gl_FragCoord.xy*texelSize, texelFetch(depthtex0,ivec2(gl_FragCoord.xy),0).r, texelFetch(LOD_DEPTHTEX0,ivec2(gl_FragCoord.xy),0).r));
#else
float linearDistance = length(mat3(gbufferModelViewInverse)*toScreenSpace(vec3(gl_FragCoord.xy*texelSize, texelFetch(depthtex0,ivec2(gl_FragCoord.xy),0).r)));
#endif
// set range(s)
linearDistance = linearDistance - COLOR_KEY_RANGE;
// configure width n shiz
#if COLOR_KEY_WIDTH > 0
linearDistance /= COLOR_KEY_WIDTH*0.5;
#ifdef COLOR_KEY_INVERT
linearDistance = -1.0 + abs(linearDistance);
// set range(s)
linearDistance = linearDistance - COLOR_KEY_RANGE;
// configure width n shiz
#if COLOR_KEY_WIDTH > 0
linearDistance /= COLOR_KEY_WIDTH*0.5;
#ifdef COLOR_KEY_INVERT
linearDistance = -1.0 + abs(linearDistance);
#else
linearDistance = 1.0 - abs(linearDistance);
#endif
linearDistance *= COLOR_KEY_WIDTH*0.5;
#else
linearDistance = 1.0 - abs(linearDistance);
#ifdef COLOR_KEY_INVERT
linearDistance = 1.0 - linearDistance;
#else
linearDistance = -1.0 + linearDistance;
#endif
#endif
linearDistance *= COLOR_KEY_WIDTH*0.5;
#else
#ifdef COLOR_KEY_INVERT
linearDistance = 1.0 - linearDistance;
#else
linearDistance = -1.0 + linearDistance;
#endif
#endif
// composite
if(linearDistance > 0.0) color = vec3(COLOR_KEY_R,COLOR_KEY_G,COLOR_KEY_B);
}
// composite
if(linearDistance > 0.0) color = vec3(COLOR_KEY_R,COLOR_KEY_G,COLOR_KEY_B);
}
#endif
void main() {