diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
10 files changed, 19 insertions, 19 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/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/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); diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index a5592188a9..03da5b020f 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -145,7 +145,7 @@ void main() //get wave normals vec2 bigwave = vec2(refCoord.w, view.w); - vec3 wave1_a = texture(bumpMap, bigwave, -2 ).xyz*2.0-1.0; + vec3 wave1_a = texture(bumpMap, bigwave, -2.0 ).xyz*2.0-1.0; vec3 wave2_a = texture(bumpMap, littleWave.xy).xyz*2.0-1.0; vec3 wave3_a = texture(bumpMap, littleWave.zw).xyz*2.0-1.0; @@ -167,10 +167,10 @@ void main() vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; - 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; wave_ibl.z *= 2.0; @@ -178,7 +178,7 @@ 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); @@ -266,7 +266,7 @@ void main() color += ibl; float nv = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0); - vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0); + vec2 brdf = BRDF(clamp(nv, 0.0, 1.0), 1.0); float f = 1.0-brdf.y; //1.0 - (brdf.x+brdf.y); f *= 0.9; f *= f; @@ -279,7 +279,7 @@ void main() // shift from -1 to 1 f += (fresnelOffset - 0.5) * 2.0; - f = clamp(f, 0, 1); + f = clamp(f, 0.0, 1.0); color = ((1.0 - f) * color) + fb.rgb; |