diff --git a/src/main/resources/assets/minosoft/rendering/shader/includes/animation.glsl b/src/main/resources/assets/minosoft/rendering/shader/includes/animation.glsl index 59e3e78de..d74362a0b 100644 --- a/src/main/resources/assets/minosoft/rendering/shader/includes/animation.glsl +++ b/src/main/resources/assets/minosoft/rendering/shader/includes/animation.glsl @@ -117,7 +117,7 @@ void animation_animated(uint animationId) { animationArray2 = animation_extractArray(texture2); animationLayer2 = animation_extractLayer(texture2); - animationInterpolation = data.z / 100.0f; +animationInterpolation = data.z * (1.0f / 100.0f); } void setTexture(uint animation) { diff --git a/src/main/resources/assets/minosoft/rendering/shader/includes/texture.glsl b/src/main/resources/assets/minosoft/rendering/shader/includes/texture.glsl index f4b031ec3..5acc32087 100644 --- a/src/main/resources/assets/minosoft/rendering/shader/includes/texture.glsl +++ b/src/main/resources/assets/minosoft/rendering/shader/includes/texture.glsl @@ -37,6 +37,7 @@ vec4 getTexture(uint textureId, vec3 uv, uint mipmapLevel) { case 7u: return textureLod(uTextures[7], uv, lod); case 8u: return textureLod(uTextures[8], uv, lod); case 9u: return textureLod(uTextures[9], uv, lod); + default: return textureLod(uTextures[0], uv, lod); } return textureLod(uTextures[0], uv, lod); #endif @@ -63,6 +64,7 @@ vec4 getTexture(uint textureId, vec3 uv) { case 7u: return texture(uTextures[7], uv); case 8u: return texture(uTextures[8], uv); case 9u: return texture(uTextures[9], uv); + default: return texture(uTextures[0], uv); } return texture(uTextures[0], uv); #endif diff --git a/src/main/resources/assets/minosoft/rendering/shader/includes/vsh.glsl b/src/main/resources/assets/minosoft/rendering/shader/includes/vsh.glsl index 38f98d1b8..289ae6e28 100644 --- a/src/main/resources/assets/minosoft/rendering/shader/includes/vsh.glsl +++ b/src/main/resources/assets/minosoft/rendering/shader/includes/vsh.glsl @@ -19,8 +19,8 @@ #define UV_UNPACK_MASK ((1u << UV_UNPACK_BITS) - 1u) vec2 uv_unpack(uint raw) { - float x = float((raw >> (1u * UV_UNPACK_BITS)) & UV_UNPACK_MASK) / float(UV_UNPACK_MASK); - float y = float((raw >> (0u * UV_UNPACK_BITS)) & UV_UNPACK_MASK) / float(UV_UNPACK_MASK); + float x = float((raw >> (1u * UV_UNPACK_BITS)) & UV_UNPACK_MASK) * (1.0f / float(UV_UNPACK_MASK)); + float y = float((raw >> (0u * UV_UNPACK_BITS)) & UV_UNPACK_MASK) * (1.0f / float(UV_UNPACK_MASK)); return vec2(x, y); }