uniform float m_Luminance4;\r
uniform float m_Luminance5;\r
\r
-uniform int m_LineDistance;\r
-uniform int m_LineThickness;\r
+uniform float m_LineDistance;\r
+uniform float m_LineThickness;\r
\r
void main() {\r
vec4 texVal = getColor(m_Texture, texCoord);\r
float lum = texVal.r*0.2126 + texVal.g*0.7152 + texVal.b*0.0722;\r
\r
if (lum < m_Luminance1){\r
- if (mod(gl_FragCoord.x + gl_FragCoord.y, m_LineDistance * 2) < m_LineThickness)\r
+ if (mod(gl_FragCoord.x + gl_FragCoord.y, m_LineDistance * 2.0) < m_LineThickness)\r
linePixel = 1;\r
}\r
if (lum < m_Luminance2){\r
- if (mod(gl_FragCoord.x - gl_FragCoord.y, m_LineDistance * 2) < m_LineThickness)\r
+ if (mod(gl_FragCoord.x - gl_FragCoord.y, m_LineDistance * 2.0) < m_LineThickness)\r
linePixel = 1;\r
}\r
if (lum < m_Luminance3){\r