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authorStanislaw Halik <sthalik@misaki.pl>2023-07-22 18:56:26 +0200
committerStanislaw Halik <sthalik@misaki.pl>2023-07-22 21:17:41 +0200
commit391e513ab8100b4ef0ab783354640fcff2be6c36 (patch)
tree09c6d5239130caada704e0f9516a8c94ff08ac92 /shaders
parent78b17ebff3fce78ba90590c4dce4c8940181b1d4 (diff)
a
Diffstat (limited to 'shaders')
-rw-r--r--shaders/shader.hpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/shaders/shader.hpp b/shaders/shader.hpp
index 68e85d35..e53fb6d3 100644
--- a/shaders/shader.hpp
+++ b/shaders/shader.hpp
@@ -42,7 +42,7 @@ struct tile_shader final : private GL::AbstractShaderProgram
static constexpr float ground_depth_offset = 0; // todo scenery cut off at chunk boundary
static constexpr float wall_depth_offset = 1;
static constexpr float z_depth_offset = 1 + 2./64;
- static constexpr float depth_tile_size = 1/(double)(TILE_MAX_DIM * 2 * max_screen_tiles.product());
+ static constexpr float depth_tile_size = 1.f/(TILE_MAX_DIM * 2 * max_screen_tiles.product());
static constexpr float foreshortening_factor = 0.578125f;
private: