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-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/materialF.glsl24
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/waterF.glsl38
8 files changed, 46 insertions, 44 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 5708fc319f..f8803f1a29 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 = clamp(da * dist_atten, 0.0, 1.0);
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 136b3dd966..2f577f8459 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
@@ -839,7 +839,7 @@ 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 948387a6ed..6cec65ad83 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;
}
}
}
diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
index 349f3b9a67..b9de4edc67 100644
--- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
@@ -135,8 +135,10 @@ void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv,
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,
vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit);
+*/
vec3 getPositionWithNDC(vec3 ndc);
@@ -189,7 +191,7 @@ void main()
vB = cross(vN, vT);
vec3 pos = vary_position.xyz;
- float linear_depth = 1 / -pos.z;
+ float linear_depth = 1.0 / -pos.z;
float dist = length(pos.xyz);
@@ -220,10 +222,10 @@ void main()
calculateFresnelFactors(df3, df2, normalize(view.xyz), wave1, wave2, wave3, wavef);
- vec3 waver = wavef*3;
+ vec3 waver = wavef*3.0;
vec3 up = transform_normal(vec3(0,0,1));
- float vdu = -dot(viewVec, up)*2;
+ float vdu = -dot(viewVec, up)*2.0;
vec3 wave_ibl = wavef * normScale;
wave_ibl.z *= 2.0;
@@ -231,7 +233,7 @@ void main()
vec3 norm = transform_normal(normalize(wavef));
- vdu = clamp(vdu, 0, 1);
+ vdu = clamp(vdu, 0.0, 1.0);
//wavef.z *= max(vdu*vdu*vdu, 0.1);
wavef = normalize(wavef);
@@ -243,7 +245,7 @@ void main()
dist = max(dist, 5.0);
//figure out distortion vector (ripply)
- vec2 distort2 = distort + waver.xy * refScale / max(dmod, 1.0) * 2;
+ vec2 distort2 = distort + waver.xy * refScale / max(dmod, 1.0) * 2.0;
distort2 = clamp(distort2, vec2(0), vec2(0.999));
@@ -256,7 +258,7 @@ void main()
#endif
vec3 sunlit_linear = sunlit;
- float fade = 1;
+ float fade = 1.0;
#ifdef TRANSPARENT_WATER
float depth = texture(depthMap, distort).r;
@@ -264,12 +266,12 @@ void main()
// Calculate some distance fade in the water to better assist with refraction blending and reducing the refraction texture's "disconnect".
#ifdef SHORELINE_FADE
- fade = max(0,min(1, (pos.z - refPos.z) / 10));
+ fade = max(0.0,min(1.0, (pos.z - refPos.z) / 10.0));
#else
- fade = 1;
+ fade = 1.0;
#endif
fade *= water_mask;
- distort2 = mix(distort, distort2, min(1, fade * 10));
+ distort2 = mix(distort, distort2, min(1.0, fade * 10.0));
depth = texture(depthMap, distort2).r;
refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0));
@@ -284,13 +286,13 @@ void main()
#else
vec4 fb = applyWaterFogViewLinear(viewVec*2048.0, vec4(1.0));
- if (water_mask < 1)
+ if (water_mask < 1.0)
discard;
#endif
float metallic = 1.0;
float perceptualRoughness = blurMultiplier;
- float gloss = 1 - perceptualRoughness;
+ float gloss = 1.0 - perceptualRoughness;
vec3 irradiance = vec3(0);
vec3 radiance = vec3(0);
@@ -316,7 +318,7 @@ void main()
float NdotV = clamp(abs(dot(norm, v)), 0.001, 1.0);
- float nl = 0;
+ float nl = 0.0;
vec3 diffPunc = vec3(0);
vec3 specPunc = vec3(0);
@@ -326,23 +328,23 @@ void main()
radiance *= df2.y;
//radiance = toneMapNoExposure(radiance);
vec3 color = vec3(0);
- color = mix(fb.rgb, radiance, min(1, df2.x)) + punctual.rgb;
+ color = mix(fb.rgb, radiance, min(1.0, df2.x)) + punctual.rgb;
- float water_haze_scale = 4;
+ float water_haze_scale = 4.0;
if (classic_mode > 0)
- water_haze_scale = 1;
+ water_haze_scale = 1.0;
// This looks super janky, but we do this to restore water haze in the distance.
// These values were finagled in to try and bring back some of the distant brightening on legacy water. Also works reasonably well on PBR skies such as PBR midday.
// color = mix(color, additive * water_haze_scale, (1 - atten));
// We shorten the fade here at the shoreline so it doesn't appear too soft from a distance.
- fade *= 60;
- fade = min(1, fade);
+ fade *= 60.0;
+ fade = min(1.0, fade);
color = mix(fb.rgb, color, fade);
- float spec = min(max(max(punctual.r, punctual.g), punctual.b), 0);
+ float spec = min(max(max(punctual.r, punctual.g), punctual.b), 0.0);
frag_color = min(vec4(1),max(vec4(color.rgb, spec * water_mask), vec4(0)));
}