diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
9 files changed, 12 insertions, 12 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl index ce018623a8..1a065daf89 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl @@ -78,10 +78,10 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen)  {      float ret = 1.0;      vec3 pos_world = pos.xyz; -    vec2 noise_reflect = texture(noiseMap, pos_screen.xy * (screen_res / 128)).xy; +    vec2 noise_reflect = texture(noiseMap, pos_screen.xy * (screen_res / 128.0)).xy;      float angle_hidden = 0.0; -    float points = 0; +    float points = 0.0;      float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 5a83e19b37..0e8d8d010b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -245,7 +245,7 @@ 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); @@ -361,7 +361,7 @@ 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; @@ -558,7 +558,7 @@ 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)          { diff --git a/indra/newview/app_settings/shaders/class1/deferred/globalF.glsl b/indra/newview/app_settings/shaders/class1/deferred/globalF.glsl index 2aac333543..16120508d5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/globalF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/globalF.glsl @@ -34,7 +34,7 @@ uniform float clipSign;  void mirrorClip(vec3 pos)  { -    if (mirror_flag > 0) +    if (mirror_flag > 0.0)      {          if ((dot(pos.xyz, clipPlane.xyz) + clipPlane.w) < 0.0)          { diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl index dc43007dca..fb4b139662 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl @@ -297,7 +297,7 @@ vec3 _t_normal_post_1(vec3 vNt0, float sign_or_zero)      sign = (2.0*sign) + 1.0;      sign /= abs(sign);      // If the sign is negative, rotate normal by 180 degrees -    vNt1.xy = (min(0, sign) * vNt1.xy) + (min(0, -sign) * -vNt1.xy); +    vNt1.xy = (min(0.0, sign) * vNt1.xy) + (min(0.0, -sign) * -vNt1.xy);      return vNt1;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl index e77e972873..6791fe44d9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl @@ -25,7 +25,7 @@  // debug stub -float random (vec2 uv) +float random (vec2 uv)   {      return 0.f;  } diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl index 72eda80716..bfb592be9b 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl @@ -49,7 +49,7 @@ void main()      float warmth = smoothstep(minLuminance, minLuminance+1.0, max(col.r * warmthWeights.r, max(col.g * warmthWeights.g, col.b * warmthWeights.b)) );  #if HAS_NOISE -    float TRUE_NOISE_RES = 128; // See mTrueNoiseMap +    float TRUE_NOISE_RES = 128.0; // See mTrueNoiseMap      // *NOTE: Usually this is vary_fragcoord not vary_texcoord0, but glow extraction is in screen space      vec3 glow_noise = texture(glowNoiseMap, vary_texcoord0.xy * (screen_res / TRUE_NOISE_RES)).xyz;      // Dithering. Reduces banding effects in the reduced precision glow buffer. diff --git a/indra/newview/app_settings/shaders/class1/interface/gaussianF.glsl b/indra/newview/app_settings/shaders/class1/interface/gaussianF.glsl index 09eb7a6a6a..82f32da048 100644 --- a/indra/newview/app_settings/shaders/class1/interface/gaussianF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/gaussianF.glsl @@ -45,7 +45,7 @@ void main()      for (int i = 0; i < 9; ++i)      { -        vec2 tc = vary_texcoord0 + (i-4)*direction*resScale; +        vec2 tc = vary_texcoord0 + float(i-4)*direction*resScale;          col += texture(diffuseRect, tc).rgb * w[i];      } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index 359bfe8253..af10ecce9a 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -98,7 +98,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou      haze_glow = max(haze_glow, .001);  // set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)      haze_glow *= glow.x;      // higher glow.x gives dimmer glow (because next step is 1 / "angle") -    haze_glow = clamp(pow(haze_glow, glow.z), -100000, 100000); +    haze_glow = clamp(pow(haze_glow, glow.z), -100000.0, 100000.0);      // glow.z should be negative, so we're doing a sort of (1 / "angle") function      // add "minimum anti-solar illumination" diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl index 1372ddbcfa..bdc5b58060 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl @@ -47,7 +47,7 @@ void calcAtmospherics(vec3 inPositionEye) {      vec3 tmpaddlit = vec3(1);      vec3 tmpattenlit = vec3(1);      vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; -    calcAtmosphericVars(inPositionEye, light_dir, 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit); +    calcAtmosphericVars(inPositionEye, light_dir, 1.0, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit);      setSunlitColor(tmpsunlit);      setAmblitColor(tmpamblit);      setAdditiveColor(tmpaddlit); | 
