Omit float literal qualifier in shader code sample
@@ -161,7 +161,7 @@ OpenGL ES shader code for reconstruction of the Z value is:
vec3 nml;
nml.xy = texture(...).ga; // Load normals (range 0 to 1)
- nml.xy = nml.xy * 2.0f - 1.0f; // Unpack normals (range -1 to +1)
+ nml.xy = nml.xy * 2.0 - 1.0; // Unpack normals (range -1 to +1)
nml.z = sqrt(1 - dot(nml.xy, nml.xy)); // Compute Z, given unit length
In addition to this it is useful to optimize for angular error in the resulting
