Package: pink-pony-data Version: 1.4.1-2 Severity: minor Tags: patch A trivial bug which I'm logging because it's something that caused me to spend time checking that removing the glee-dev dependency hadn't broken it.
In the settings, change "Simple water" to "Fancy water", and this error appears: /usr/share/games/pink-pony/GLSL/water.frag: Compilation failed. 0:29(51): error: no matching function for call to `pow(float, int)'; candidates are: 0:29(51): error: float pow(float, float) 0:29(51): error: vec2 pow(vec2, vec2) 0:29(51): error: vec3 pow(vec3, vec3) 0:29(51): error: vec4 pow(vec4, vec4) 0:29(47): error: operands to arithmetic operators must be numeric -- System Information: Debian Release: buster/sid APT prefers unstable-debug APT policy: (500, 'unstable-debug'), (500, 'unstable'), (500, 'testing') Architecture: amd64 (x86_64) Foreign Architectures: i386, arm64 Kernel: Linux 4.13.0-1-amd64 (SMP w/8 CPU cores) Locale: LANG=en_GB.UTF-8, LC_CTYPE=en_GB.UTF-8 (charmap=UTF-8), LANGUAGE=en_GB.UTF-8 (charmap=UTF-8) Shell: /bin/sh linked to /bin/bash Init: systemd (via /run/systemd/system) Versions of packages pink-pony depends on: ii libc6 2.24-17 ii libdevil1c2 1.7.8-10+b2 ii libftgl2 2.1.3~rc5-4+nmu1.1 ii libgcc1 1:7.2.0-12 ii libgl1 0.2.999+git20170802-5 ii libgl1-mesa-glx 17.2.4-1 ii libglfw3 3.2.1-1 ii libglu1-mesa [libglu1] 9.0.0-2.1 ii libilmbase12 2.2.0-12 ii libprotobuf10 3.0.0-9.1 ii libsdl-mixer1.2 1.2.12-14 ii libsdl1.2debian 1.2.15+dfsg2-0.1 ii libsigc++-2.0-0v5 2.10.0-1 ii libstdc++6 7.2.0-12 ii libtinyxml2.6.2v5 2.6.2-4 ii pink-pony-data 1.4.1-2 pink-pony recommends no packages. Versions of packages pink-pony suggests: pn pink-pony-dbg <none> -- no debconf information
Fix a bug in the fancy water shader, pow() expects two floats. Fancy water can be enabled in the settings, by default the game uses "simple water" instead. Index: pink-pony/resources/GLSL/water.frag =================================================================== --- pink-pony.orig/resources/GLSL/water.frag +++ pink-pony/resources/GLSL/water.frag @@ -26,7 +26,7 @@ float dispf(vec2 p) vec3 displacement(vec3 wp, float dist) { - return wp + normal * (dispf(wp.xz) * min(1.0,2.0/pow(dist,1)) * 0.5 + 0.5) * 4.0; + return wp + normal * (dispf(wp.xz) * min(1.0,2.0/pow(dist,1.0)) * 0.5 + 0.5) * 4.0; } void main (void)