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authorpetersont@chromium.org <petersont@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2009-07-17 22:48:48 +0000
committerpetersont@chromium.org <petersont@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2009-07-17 22:48:48 +0000
commitd0dfaf26e36895d6f259d16edfd21fb33562a76f (patch)
tree238fe76059f3e75aeddd1bb4f996e63df8a08714 /o3d
parent523b2523c1f2cb22f56be9cc52fb734370992387 (diff)
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Shader in shadow-map.html constructed a float4 with a single argument. Avoiding that so the shader compiles as hlsl.
Review URL: http://codereview.chromium.org/155718 git-svn-id: svn://svn.chromium.org/chrome/trunk/src@21016 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'o3d')
-rwxr-xr-xo3d/samples/shadow-map.html3
1 files changed, 2 insertions, 1 deletions
diff --git a/o3d/samples/shadow-map.html b/o3d/samples/shadow-map.html
index a7bb6e9..b8f4ba6 100755
--- a/o3d/samples/shadow-map.html
+++ b/o3d/samples/shadow-map.html
@@ -513,7 +513,8 @@ function moveLight(delta) {
float4 pixelShaderFunction(PixelShaderInput input): COLOR {
// Pixels in the shadowmap store the pixel depth from the light's
// perspective in normalized device coordinates.
- return float4(input.depth.x / input.depth.y);
+ float t = input.depth.x / input.depth.y;
+ return float4(t, t, t, 1);
}
// #o3d VertexShaderEntryPoint vertexShaderFunction