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-rw-r--r--indra/newview/app_settings/settings.xml2
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/gaussianF.glsl4
3 files changed, 5 insertions, 5 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index 85f2b2d303..122d36bba6 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -9543,7 +9543,7 @@
<key>Type</key>
<string>String</string>
<key>Value</key>
- <string>https://feedback.secondlife.com/</string>
+ <string>https://megapahit.com/enter_bug.cgi</string>
</map>
<key>RevokePermsOnStopAnimation</key>
<map>
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl
index 72eda80716..32e63d97a8 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl
@@ -49,13 +49,13 @@ 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.
float NOISE_DEPTH = 64.0;
col.rgb += glow_noise / NOISE_DEPTH;
- col.rgb = max(col.rgb, vec3(0));
+ col.rgb = max(col.rgb, vec3(0.0));
#endif
frag_color.rgb = col.rgb;
frag_color.a = max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha);
diff --git a/indra/newview/app_settings/shaders/class1/interface/gaussianF.glsl b/indra/newview/app_settings/shaders/class1/interface/gaussianF.glsl
index 09eb7a6a6a..e0c65291b7 100644
--- a/indra/newview/app_settings/shaders/class1/interface/gaussianF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/gaussianF.glsl
@@ -43,9 +43,9 @@ void main()
float w[9] = float[9]( 0.0002, 0.0060, 0.0606, 0.2417, 0.3829, 0.2417, 0.0606, 0.0060, 0.0002 );
- for (int i = 0; i < 9; ++i)
+ for (float i = 0.0; i < 9.0; i += 1.0)
{
- vec2 tc = vary_texcoord0 + (i-4)*direction*resScale;
+ vec2 tc = vary_texcoord0 + (i-4.0)*direction*resScale;
col += texture(diffuseRect, tc).rgb * w[i];
}