[GPU] Fix incorrect &-operator with unsigned and signed operand in the GLSL code

This commit is contained in:
fleroviux 2023-06-20 23:00:54 +02:00
parent 6b610a82d6
commit 7128ae5565

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@ -191,7 +191,7 @@ const char* fragmentShader = R"(
}
void main() {
vec2 tex2UV = (u_textureConfig & (1 << 13)) != 0u ? v_texcoord1 : v_texcoord2;
vec2 tex2UV = (u_textureConfig & (1u << 13)) != 0u ? v_texcoord1 : v_texcoord2;
// TODO: what do invalid sources and disabled textures read as?
// And what does the "previous combiner" source read initially?