More gles fixes
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@@ -15,7 +15,7 @@ void main() {
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float occlusion = 1.0;
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n /= (abs(n.x) + abs(n.y) + abs(n.z));
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n.xy = n.z >= 0.0 ? n.xy : octahedron_wrap(n.xy);
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uint matid = 0;
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uint matid = uint(0);
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frag_color[0] = vec4(n.xy, roughness, pack_f32_i16(metallic, matid));
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frag_color[1] = vec4(basecol, occlusion);
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vec2 posa = (wvpposition.xy / wvpposition.w) * 0.5 + 0.5;
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