diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred')
| -rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/materialF.glsl | 18 | 
1 files changed, 9 insertions, 9 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl index 5ee9aea09d..3276683f50 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl @@ -136,7 +136,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe          float lit = 0.0f;          float amb_da = ambiance; -        if (da >= 0) +        if (da >= 0.0)          {              lit = max(da * dist_atten, 0.0);              col = lit * light_col * diffuse; @@ -157,10 +157,10 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe              float nv = dot(n, npos);              float vh = dot(npos, h);              float sa = nh; -            float fres = pow(1 - dot(h, npos), 5)*0.4 + 0.5; +            float fres = pow(1.0 - dot(h, npos), 5.0)*0.4 + 0.5; -            float gtdenom = 2 * nh; -            float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); +            float gtdenom = 2.0 * nh; +            float gt = max(0.0, min(gtdenom * nv / vh, gtdenom * da / vh));              if (nh > 0.0)              { @@ -221,7 +221,7 @@ vec3 getNormal(inout float glossiness)  #ifdef HAS_NORMAL_MAP      vec4 vNt = texture(bumpMap, vary_texcoord1.xy);      glossiness *= vNt.a; -    vNt.xyz = vNt.xyz * 2 - 1; +    vNt.xyz = vNt.xyz * 2.0 - 1.0;      float sign = vary_sign;      vec3 vN = vary_normal;      vec3 vT = vary_tangent.xyz; @@ -360,9 +360,9 @@ void main()              float lit = min(nl*6.0, 1.0);              float sa = nh; -            float fres = pow(1 - vh, 5) * 0.4+0.5; -            float gtdenom = 2 * nh; -            float gt = max(0,(min(gtdenom * nv / vh, gtdenom * nl / vh))); +            float fres = pow(1.0 - vh, 5.0) * 0.4+0.5; +            float gtdenom = 2.0 * nh; +            float gt = max(0.0,(min(gtdenom * nv / vh, gtdenom * nl / vh)));              float scol = shadow*fres*texture(lightFunc, vec2(nh, glossiness)).r*gt/(nh*nl);              color.rgb += lit*scol*sunlit_linear.rgb*spec.rgb; @@ -379,7 +379,7 @@ void main()          applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, env);          float cur_glare = max(max(legacyenv.r, legacyenv.g), legacyenv.b); -        cur_glare = clamp(cur_glare, 0, 1); +        cur_glare = clamp(cur_glare, 0.0, 1.0);          cur_glare *= env;          glare += cur_glare;      }  | 
