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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/globalF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/gaussianF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl2
8 files changed, 11 insertions, 11 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl
index 49470f0e39..1c394e1de4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl
@@ -79,10 +79,10 @@ 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 01543732d0..38fbda316b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
@@ -241,7 +241,7 @@ 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);
@@ -357,7 +357,7 @@ 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;
@@ -517,7 +517,7 @@ 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 7e3e7d9271..e407dad21c 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 935c3f9301..04eb135c90 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl
@@ -256,7 +256,7 @@ 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/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 d077670c96..a2125b2aec 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);