diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
5 files changed, 15 insertions, 15 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 5ef3d63eb2..e1a1fda602 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -145,24 +145,24 @@ vec2 getScreenCoordinate(vec2 screenpos) vec3 getNorm(vec2 screenpos) { vec2 enc = texture(normalMap, screenpos.xy).xy; - vec2 fenc = enc*4-2; + vec2 fenc = enc*4.0-2.0; float f = dot(fenc,fenc); - float g = sqrt(1-f/4); + float g = sqrt(1.0-f/4.0); vec3 n; n.xy = fenc*g; - n.z = 1-f/2; + n.z = 1.0-f/2.0; return n; } vec3 getNormalFromPacked(vec4 packedNormalEnvIntensityFlags) { vec2 enc = packedNormalEnvIntensityFlags.xy; - vec2 fenc = enc*4-2; + vec2 fenc = enc*4.0-2.0; float f = dot(fenc,fenc); - float g = sqrt(1-f/4); + float g = sqrt(1.0-f/4.0); vec3 n; n.xy = fenc*g; - n.z = 1-f/2; + n.z = 1.0-f/2.0; return normalize(n); // TODO: Is this normalize redundant? } @@ -269,7 +269,7 @@ 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); @@ -385,7 +385,7 @@ 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; @@ -545,7 +545,7 @@ 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/screenSpaceReflUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl index cf0595ee45..178510f483 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 0.0; } float tapScreenSpaceReflection(int totalSamples, vec2 tc, vec3 viewPos, vec3 n, inout vec4 collectedColor, sampler2D source, float glossiness) { collectedColor = vec4(0); - return 0; + return 0.0; } diff --git a/indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl b/indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl index ca3e4f6718..98604124e8 100644 --- a/indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl @@ -28,7 +28,7 @@ // Also see: A_bit_more_deferred_-_CryEngine3.ppt vec2 encode_normal(vec3 n) { - float f = sqrt(8 * n.z + 8); + float f = sqrt(8.0 * n.z + 8.0); return n.xy / f + 0.5; } 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); |