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Fix layers not being rendered on certain devices

Looks like some kind of textureSize() bug with sampler2DArrays when accessing the z member. I have only confirmed this bug on an AMD GPU. Nevertheless, it should be fixed now with this workaround.
This commit is contained in:
Emmanouil Papadeas 2023-12-10 02:59:30 +02:00
parent 495c3b8ebe
commit a5e73e1fcd

View file

@ -156,7 +156,7 @@ void fragment() {
vec4 col = texture(layers, vec3(UV - first_origin, 0.0));
col.a = border_trim(col, UV - first_origin);
col.a *= first_opacity;
for(int i = 1; i < textureSize(layers, 0).z; i++) // Loops through every layer
for(int i = 1; i < metadata_size.x + 1; i++) // Loops through every layer
{
float blend_mode_float = texture(metadata, vec2(float(i) / float(metadata_size.x), 0.0)).r;
// Blend modes are being stored as integers divided by 255, so convert them back to