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authorErik Kundiman <erik@megapahit.org>2024-06-02 11:10:26 +0800
committerErik Kundiman <erik@megapahit.org>2024-06-02 11:10:26 +0800
commitaebd601a9399433146933510dcfdb04abe7e03d5 (patch)
tree2e8b755151a5b1f92297cd477565d7fb246292b9 /indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
parent30e33e279b1b2d04951c399f548c3afc3b17fd1b (diff)
More float operands for float operations
This is so that it doesn't throw a compilation error at runtime for not defining consistently with float values, which would be uncastable on some certain other implementation.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl18
1 files changed, 9 insertions, 9 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
index 5ef3d63eb2..e1a1fda602 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
@@ -145,24 +145,24 @@ vec2 getScreenCoordinate(vec2 screenpos)
vec3 getNorm(vec2 screenpos)
{
vec2 enc = texture(normalMap, screenpos.xy).xy;
- vec2 fenc = enc*4-2;
+ vec2 fenc = enc*4.0-2.0;
float f = dot(fenc,fenc);
- float g = sqrt(1-f/4);
+ float g = sqrt(1.0-f/4.0);
vec3 n;
n.xy = fenc*g;
- n.z = 1-f/2;
+ n.z = 1.0-f/2.0;
return n;
}
vec3 getNormalFromPacked(vec4 packedNormalEnvIntensityFlags)
{
vec2 enc = packedNormalEnvIntensityFlags.xy;
- vec2 fenc = enc*4-2;
+ vec2 fenc = enc*4.0-2.0;
float f = dot(fenc,fenc);
- float g = sqrt(1-f/4);
+ float g = sqrt(1.0-f/4.0);
vec3 n;
n.xy = fenc*g;
- n.z = 1-f/2;
+ n.z = 1.0-f/2.0;
return normalize(n); // TODO: Is this normalize redundant?
}
@@ -269,7 +269,7 @@ vec4 texture2DLodSpecular(vec2 tc, float lod)
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
float det = min(lod/(proj_lod*0.5), 1.0);
float d = min(dist.x, dist.y);
- d *= min(1, d * (proj_lod - lod)); // BUG? extra factor compared to diffuse causes N repeats
+ d *= min(1.0, d * (proj_lod - lod)); // BUG? extra factor compared to diffuse causes N repeats
float edge = 0.25*det;
ret *= clamp(d/edge, 0.0, 1.0);
@@ -385,7 +385,7 @@ vec3 pbrIbl(vec3 diffuseColor,
float perceptualRough)
{
// retrieve a scale and bias to F0. See [1], Figure 3
- vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRough);
+ vec2 brdf = BRDF(clamp(nv, 0.0, 1.0), 1.0-perceptualRough);
vec3 diffuseLight = irradiance;
vec3 specularLight = radiance;
@@ -545,7 +545,7 @@ uniform float waterSign;
void waterClip(vec3 pos)
{
// TODO: make this less branchy
- if (waterSign > 0)
+ if (waterSign > 0.0)
{
if ((dot(pos.xyz, waterPlane.xyz) + waterPlane.w) < 0.0)
{