diff options
author | Graham Madarasz <graham@lindenlab.com> | 2013-04-19 14:26:49 -0700 |
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committer | Graham Madarasz <graham@lindenlab.com> | 2013-04-19 14:26:49 -0700 |
commit | e10cac8847b78f1bf6bb50527d347690c48896c9 (patch) | |
tree | a264048506774a0669d6ac7468e85775e2fd12e2 /indra/newview/app_settings/shaders | |
parent | 4cd213b0059880e6bcee2634984322d18a20fb57 (diff) |
Avoid mac shader compiler crash on someFuncTakingFloats(INTEGER_CONSTANT) malarkey
Diffstat (limited to 'indra/newview/app_settings/shaders')
-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;
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