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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/globalF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/gaussianF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl2
-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.glsl12
18 files changed, 46 insertions, 46 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl
index ce018623a8..1a065daf89 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl
@@ -78,10 +78,10 @@ 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 94711be473..d32455d70c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
@@ -253,7 +253,7 @@ 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);
@@ -371,7 +371,7 @@ void pbrIbl(vec3 diffuseColor,
out vec3 specularOut)
{
// 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;
@@ -617,7 +617,7 @@ 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 2ed4ba3163..9060d358cf 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 dc43007dca..fb4b139662 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl
@@ -297,7 +297,7 @@ 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/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 205d4bff6d..02108a9ec1 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
@@ -99,7 +99,7 @@ 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/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index 3e702f26be..d6569cda33 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -80,7 +80,7 @@ float getAmbientClamp();
void mirrorClip(vec3 pos);
-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);
vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance)
@@ -148,7 +148,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
float lit = 0.0f;
float amb_da = 0.0;//ambiance;
- if (da > 0)
+ if (da > 0.0)
{
lit = max(da * dist_atten,0.0);
col = lit * light_col * diffuse;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl
index c43582e185..2657b2b54e 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl
@@ -56,7 +56,7 @@ vec4 sampleReflectionProbesDebug(vec3 pos)
return vec4(0, 0, 0, 0);
}
-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)
{
ambenv = mix(ambenv, vec3(reflection_probe_ambiance * 0.25), reflection_probe_ambiance);
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;
}
}
}
diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
index 8bf4ec0a7e..84c287fc50 100644
--- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
@@ -150,7 +150,7 @@ 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;
@@ -172,10 +172,10 @@ 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;
@@ -183,7 +183,7 @@ 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);
@@ -278,7 +278,7 @@ void main()
color += iblDiff + iblSpec;
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;
@@ -291,7 +291,7 @@ 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;