diff options
| author | Graham Madarasz <graham@lindenlab.com> | 2013-04-19 14:26:49 -0700 | 
|---|---|---|
| committer | Graham Madarasz <graham@lindenlab.com> | 2013-04-19 14:26:49 -0700 | 
| commit | e10cac8847b78f1bf6bb50527d347690c48896c9 (patch) | |
| tree | a264048506774a0669d6ac7468e85775e2fd12e2 | |
| parent | 4cd213b0059880e6bcee2634984322d18a20fb57 (diff) | |
Avoid mac shader compiler crash on someFuncTakingFloats(INTEGER_CONSTANT) malarkey
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl | 10 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl | 2 | 
2 files changed, 4 insertions, 8 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 21179663a7..49aa28eedf 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -206,8 +206,7 @@ void main()  #ifdef USE_DIFFUSE_TEX  	diff = texture2D(diffuseMap,vary_texcoord0.xy);  #endif - -	diff.rgb = pow(diff.rgb, vec3(2.2)); +	diff.rgb = pow(diff.rgb, vec3(2.2f, 2.2f, 2.2f));  	float vertex_color_alpha = 1.0; @@ -216,7 +215,6 @@ void main()  #endif  	vec3 normal = vary_norm; -  	vec3 l = light_position[0].xyz;  	vec3 dlight = calcDirectionalLight(normal, l);  	     dlight = dlight * vary_directional.rgb * vary_pointlight_col; @@ -225,12 +223,11 @@ void main()  	vec4 color = diff * col;  	color.rgb = atmosLighting(color.rgb); -  	color.rgb = scaleSoftClip(color.rgb); -	col = vec4(0,0,0,0); +	col = vec4(0.0f,0.0f,0.0f,0.0f);    #define LIGHT_LOOP(i) \ -		col.rgb += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); +	col.rgb += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);  	LIGHT_LOOP(1)  	LIGHT_LOOP(2) @@ -241,6 +238,5 @@ void main()  	LIGHT_LOOP(7)  	color.rgb += diff.rgb * vary_pointlight_col * col.rgb; -  	frag_color = color;  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index e9208a291d..2db795adfb 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -190,7 +190,7 @@ void main()  	// Add windlight lights
  	col.rgb = atmosAmbient(col.rgb);
 -	vary_directional.rgb = atmosAffectDirectionalLight(1);
 +	vary_directional.rgb = atmosAffectDirectionalLight(1.0f);
  	vary_ambient = col.rgb*dff;
  	col.rgb = col.rgb*dff;
 | 
