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-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/materialF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/waterF.glsl20
7 files changed, 24 insertions, 26 deletions
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl
index 5d770948c5..36eac9ed51 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl
@@ -27,10 +27,10 @@
out vec3 vary_AdditiveColor;
out vec3 vary_AtmosAttenuation;
-vec3 additive_color;
-vec3 atmos_attenuation;
-vec3 sunlit_color;
-vec3 amblit_color;
+vec3 additive_color = vec3(1.0, 1.0, 1.0);
+vec3 atmos_attenuation = vec3(1.0, 1.0, 1.0);
+vec3 sunlit_color = vec3(1.0, 1.0, 1.0);
+vec3 amblit_color = vec3(1.0, 1.0, 1.0);
vec3 getSunlitColor()
{
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index cc9d72fae6..e405a9ea2d 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -250,8 +250,8 @@ void main()
vec3 amblit_linear = amblit;
vec3 irradiance = amblit;
- vec3 glossenv;
- vec3 legacyenv;
+ vec3 glossenv = vec3(0.0);
+ vec3 legacyenv = vec3(0.0);
sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, frag, pos.xyz, norm.xyz, 0.0, 0.0, true, amblit_linear);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
index 0418f99459..5b5827fd67 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
@@ -188,8 +188,8 @@ void main()
vec3 radiance = vec3(0);
sampleReflectionProbes(irradiance, radiance, vary_position.xy*0.5+0.5, pos.xyz, norm.xyz, gloss, true, amblit);
- vec3 diffuseColor;
- vec3 specularColor;
+ vec3 diffuseColor = vec3(0.0);
+ vec3 specularColor = vec3(0.0);
calcDiffuseSpecular(col.rgb, metallic, diffuseColor, specularColor);
vec3 v = -normalize(pos.xyz);
diff --git a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
index 03dc3d7113..32b788d433 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
@@ -78,9 +78,9 @@ void main()
float env_intensity = vertex_color.a;
- vec3 ambenv;
- vec3 glossenv;
- vec3 legacyenv;
+ vec3 ambenv = vec3(1.0);
+ vec3 glossenv = vec3(0.0);
+ vec3 legacyenv = vec3(0.0);
vec3 norm = normalize(vary_texcoord1.xyz);
vec4 spec = vec4(0,0,0,0);
sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, vec2(0), pos.xyz, norm.xyz, spec.a, env_intensity, false, amblit);
diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
index 5708fc319f..f7505fbfe5 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
@@ -337,8 +337,8 @@ void main()
vec3 amblit_linear = amblit;
vec3 ambenv = amblit;
- vec3 glossenv;
- vec3 legacyenv;
+ vec3 glossenv = vec3(0.0);
+ vec3 legacyenv = vec3(0.0);
sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos.xy*0.5+0.5, pos.xyz, norm.xyz, glossiness, env, true, amblit_linear);
color = ambenv;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index 948387a6ed..b3b8d295b9 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -180,8 +180,8 @@ void main()
adjustIrradiance(irradiance, ambocc);
- vec3 diffuseColor;
- vec3 specularColor;
+ vec3 diffuseColor = vec3(0.0);
+ vec3 specularColor = vec3(0.0);
calcDiffuseSpecular(baseColor.rgb, metallic, diffuseColor, specularColor);
vec3 v = -normalize(pos.xyz);
diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
index 349f3b9a67..d5e00f3a3f 100644
--- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
@@ -122,9 +122,7 @@ vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
vec3 toneMapNoExposure(vec3 color);
-vec3 vN, vT, vB;
-
-vec3 transform_normal(vec3 vNt)
+vec3 transform_normal(vec3 vN, vec3 vT, vec3 vB, vec3 vNt)
{
return normalize(vNt.x * vT + vNt.y * vB + vNt.z * vN);
}
@@ -184,9 +182,9 @@ void main()
{
mirrorClip(vary_position);
- vN = vary_normal;
- vT = vary_tangent;
- vB = cross(vN, vT);
+ vec3 vN = vary_normal;
+ vec3 vT = vary_tangent;
+ vec3 vB = cross(vN, vT);
vec3 pos = vary_position.xyz;
float linear_depth = 1 / -pos.z;
@@ -222,14 +220,14 @@ void main()
vec3 waver = wavef*3;
- vec3 up = transform_normal(vec3(0,0,1));
+ vec3 up = transform_normal(vN, vT, vB, vec3(0,0,1));
float vdu = -dot(viewVec, up)*2;
vec3 wave_ibl = wavef * normScale;
wave_ibl.z *= 2.0;
- wave_ibl = transform_normal(normalize(wave_ibl));
+ wave_ibl = transform_normal(vN, vT, vB, normalize(wave_ibl));
- vec3 norm = transform_normal(normalize(wavef));
+ vec3 norm = transform_normal(vN, vT, vB, normalize(wavef));
vdu = clamp(vdu, 0, 1);
//wavef.z *= max(vdu*vdu*vdu, 0.1);
@@ -237,7 +235,7 @@ void main()
wavef = normalize(wavef);
//wavef = vec3(0, 0, 1);
- wavef = transform_normal(wavef);
+ wavef = transform_normal(vN, vT, vB, wavef);
float dist2 = dist;
dist = max(dist, 5.0);
@@ -312,7 +310,7 @@ void main()
vec3 colorEmissive = vec3(0);
float ao = 1.0;
- vec3 light_dir = transform_normal(lightDir);
+ vec3 light_dir = transform_normal(vN, vT, vB, lightDir);
float NdotV = clamp(abs(dot(norm, v)), 0.001, 1.0);