diff options
| author | Brad Linden <46733234+brad-linden@users.noreply.github.com> | 2024-04-10 09:48:03 -0700 | 
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-04-10 09:48:03 -0700 | 
| commit | 72730609f371ae0417a2d117fdc9d805ce8858fb (patch) | |
| tree | daede744b452e024c614eab287d4b688519fba41 | |
| parent | 8701e0973450da9c3c1dd905e73011bdeb09c93e (diff) | |
Fix linux some shader errors when running under WSL, related to secondlife/viewer#1149 (#1170)
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl | 4 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/materialF.glsl | 6 | 
2 files changed, 5 insertions, 5 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl index 1a85d70256..a33c4cc58b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl @@ -27,11 +27,11 @@  float random (vec2 uv)   { -    return 0; +    return 0.;  }  float tapScreenSpaceReflection(int totalSamples, vec2 tc, vec3 viewPos, vec3 n, inout vec4 collectedColor, sampler2D source, float glossiness)  {      collectedColor = vec4(0); -    return 0; +    return 0.;  } diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl index ec1e49eeb4..83c3845d18 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl @@ -53,7 +53,7 @@ out vec4 frag_color;  float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);  #endif -void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, +void sampleReflectionProbesLegacy(out vec3 ambenv, out vec3 glossenv, out vec3 legacyenv,          vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear);  void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm);  void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity); @@ -276,10 +276,10 @@ float getShadow(vec3 pos, vec3 norm)      #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)          return sampleDirectionalShadow(pos, norm, vary_texcoord0.xy);      #else -        return 1; +        return 1.;      #endif  #else -    return 1; +    return 1.;  #endif  } | 
