diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred')
7 files changed, 26 insertions, 26 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl index 03dc3d7113..5e38864d38 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl @@ -48,7 +48,7 @@ vec3 linear_to_srgb(vec3 c); vec3 srgb_to_linear(vec3 c); // reflection probe interface -void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, +void sampleReflectionProbesLegacy(out vec3 ambenv, out vec3 glossenv, out vec3 legacyenv, vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear); void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity); diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl index 7f871c0d5e..a4d3962d12 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl @@ -62,7 +62,7 @@ out vec4 frag_color; float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); #endif -void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, +void sampleReflectionProbesLegacy(out vec3 ambenv, out vec3 glossenv, out vec3 legacyenv, vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear); void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm); void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity); @@ -138,7 +138,7 @@ 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; @@ -159,10 +159,10 @@ 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) { @@ -225,7 +225,7 @@ 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; @@ -284,10 +284,10 @@ float getShadow(vec3 pos, vec3 norm) #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) return sampleDirectionalShadow(pos, norm, vary_texcoord0.xy); #else - return 1; + return 1.; #endif #else - return 1; + return 1.; #endif } @@ -377,9 +377,9 @@ 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; @@ -396,7 +396,7 @@ 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; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl index 96cda1ef49..b11c2644aa 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl @@ -153,10 +153,10 @@ void main() if (spec.a > 0.0) { lit = min(nl * 6.0, 1.0) * dist_atten; - float fres = pow(1 - vh, 5) * 0.4 + 0.5; + float fres = pow(1.0 - vh, 5.0) * 0.4 + 0.5; - float gtdenom = 2 * nh; - float gt = max(0, min(gtdenom * nv / vh, gtdenom * nl / vh)); + float gtdenom = 2.0 * nh; + float gt = max(0.0, min(gtdenom * nv / vh, gtdenom * nl / vh)); if (nh > 0.0) { diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl index ceb37f36a5..6a248f25bc 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl @@ -134,9 +134,9 @@ void main() lit = min(nl*6.0, 1.0) * dist_atten; 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))); if (nh > 0.0) { diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl index 5dfa196cf6..4bae7b6deb 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl @@ -837,7 +837,7 @@ vec4 sampleReflectionProbesDebug(vec3 pos) return col; } -void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, +void sampleReflectionProbesLegacy(out vec3 ambenv, out vec3 glossenv, out vec3 legacyenv, vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit) { float reflection_lods = max_probe_lod; diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index aac75a0739..2e288184bf 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -69,7 +69,7 @@ vec3 scaleSoftClipFragLinear(vec3 l); // reflection probe interface void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear); -void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, +void sampleReflectionProbesLegacy(out vec3 ambenv, out vec3 glossenv, out vec3 legacyenv, vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear); void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm); void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity); diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index a46e3688dc..017f8bc844 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -199,7 +199,7 @@ void main() proj_tc.x > 0.0 && proj_tc.y > 0.0) { - float amb_da = 0; + float amb_da = 0.0; float lit = 0.0; if (nl > 0.0) @@ -222,10 +222,10 @@ void main() { dlit *= min(nl*6.0, 1.0) * dist_atten; - float fres = pow(1 - vh, 5)*0.4+0.5; + float fres = pow(1.0 - vh, 5.0)*0.4+0.5; - float gtdenom = 2 * nh; - float gt = max(0, min(gtdenom * nv / vh, gtdenom * nl / vh)); + float gtdenom = 2.0 * nh; + float gt = max(0.0, min(gtdenom * nv / vh, gtdenom * nl / vh)); if (nh > 0.0) { @@ -259,7 +259,7 @@ void main() stc.x > 0.0 && stc.y > 0.0) { - final_color += color.rgb * texture2DLodSpecular(stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity; + final_color += color.rgb * texture2DLodSpecular(stc.xy, (1.0 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity; } } } |