Fix los argumentos truncamientos
Gracias a Damian
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@@ -286,7 +286,7 @@ public:
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LLVector2 screen_rect = LLPostProcess::getInstance()->getDimensions();
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mPassLoc = getShader().getUniformLocation(sHorizontalPass);
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LLVector4 vec[] = { LLVector4(1.3846153846, 3.2307692308, 0, 0) / screen_rect.mV[VX], LLVector4( 0,0, 1.3846153846, 3.2307692308 ) / screen_rect.mV[VY] };
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LLVector4 vec[] = { LLVector4(1.3846153846f, 3.2307692308f, 0.f, 0.f) / screen_rect.mV[VX], LLVector4( 0.f,0.f, 1.3846153846f, 3.2307692308f ) / screen_rect.mV[VY] };
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getShader().uniform4fv(sKern, LL_ARRAY_SIZE(vec), (GLfloat*)vec);
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return QUAD_NORMAL;
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}
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