From cd219186e7a85aaba8b1e1e27f22092bbea32b23 Mon Sep 17 00:00:00 2001 From: luboslenco Date: Wed, 20 Aug 2025 17:18:03 +0200 Subject: [PATCH] Android fixes --- paint/sources/make_colorid_picker.ts | 6 ++++-- paint/sources/make_mesh_preview.ts | 2 +- 2 files changed, 5 insertions(+), 3 deletions(-) diff --git a/paint/sources/make_colorid_picker.ts b/paint/sources/make_colorid_picker.ts index 65549e69..0a851866 100644 --- a/paint/sources/make_colorid_picker.ts +++ b/paint/sources/make_colorid_picker.ts @@ -23,8 +23,10 @@ function make_colorid_picker_run(kong: node_shader_t) { node_shader_add_texture(kong, "gbufferD"); node_shader_add_constant(kong, "invVP: float4x4", "_inv_view_proj_matrix"); node_shader_add_function(kong, str_get_pos_nor_from_depth); - node_shader_write_frag(kong, "output[0] = float4(get_pos_from_depth(float2(constants.inp.x, 1.0 - constants.inp.y), constants.invVP), tex_coord_inp.x);"); - node_shader_write_frag(kong, "output[1] = float4(get_nor_from_depth(output[0].rgb, float2(constants.inp.x, 1.0 - constants.inp.y), constants.invVP, float2(1.0, 1.0) / constants.gbuffer_size), tex_coord_inp.y);"); + node_shader_write_frag(kong, "var out_pos_from_depth: float3 = get_pos_from_depth(float2(constants.inp.x, 1.0 - constants.inp.y), constants.invVP);"); + node_shader_write_frag(kong, "var out_nor_from_depth: float3 = get_nor_from_depth(out_pos_from_depth, float2(constants.inp.x, 1.0 - constants.inp.y), constants.invVP, float2(1.0, 1.0) / constants.gbuffer_size);"); + node_shader_write_frag(kong, "output[0] = float4(out_pos_from_depth, tex_coord_inp.x);"); + node_shader_write_frag(kong, "output[1] = float4(out_nor_from_depth, tex_coord_inp.y);"); } else { kong.frag_out = "float4[4]"; diff --git a/paint/sources/make_mesh_preview.ts b/paint/sources/make_mesh_preview.ts index c54aaa3f..ba339496 100644 --- a/paint/sources/make_mesh_preview.ts +++ b/paint/sources/make_mesh_preview.ts @@ -75,7 +75,7 @@ function make_mesh_preview_run(data: material_t, matcon: material_context_t): no node_shader_write_frag(kong, "if (opacity < " + opac + ") { discard; }"); } - kong.frag_out = "float4[3]"; + kong.frag_out = "float4[2]"; kong.frag_n = true; node_shader_add_function(kong, str_pack_float_int16);