diff --git a/modules/volume/shaders/boundsfs.glsl b/modules/volume/shaders/boundsfs.glsl index 275015745a..6561e75072 100644 --- a/modules/volume/shaders/boundsfs.glsl +++ b/modules/volume/shaders/boundsfs.glsl @@ -22,15 +22,15 @@ * OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * ****************************************************************************************/ -#include "PowerScaling/powerScaling_fs.hglsl" #include "fragment.glsl" +#include "floatoperations.glsl" in vec4 positionLocalSpace; in vec4 positionCameraSpace; Fragment getFragment() { vec4 position = positionCameraSpace; - float depth = pscDepth(position); + float depth = safeLength(position); Fragment frag; frag.color = vec4(positionLocalSpace.xyz + 0.5, 1.0); diff --git a/src/rendering/framebufferrenderer.cpp b/src/rendering/framebufferrenderer.cpp index 8dedfdc64d..1d11ed7bcf 100644 --- a/src/rendering/framebufferrenderer.cpp +++ b/src/rendering/framebufferrenderer.cpp @@ -1072,7 +1072,7 @@ void FramebufferRenderer::performRaycasterTasks(const std::vector raycastProgram->setUniform("mainDepthTexture", mainDepthTextureUnit); raycastProgram->setUniform("nAaSamples", _nAaSamples); - raycastProgram->setUniform("windowSize", _resolution); + raycastProgram->setUniform("windowSize", static_cast(_resolution)); glDisable(GL_DEPTH_TEST); glDepthMask(false);