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authorBrad Linden <46733234+brad-linden@users.noreply.github.com>2024-04-10 09:48:03 -0700
committerGitHub <noreply@github.com>2024-04-10 09:48:03 -0700
commit72730609f371ae0417a2d117fdc9d805ce8858fb (patch)
treedaede744b452e024c614eab287d4b688519fba41 /indra/newview/app_settings
parent8701e0973450da9c3c1dd905e73011bdeb09c93e (diff)
Fix linux some shader errors when running under WSL, related to secondlife/viewer#1149 (#1170)
Diffstat (limited to 'indra/newview/app_settings')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/materialF.glsl6
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
}