diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
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; |