diff options
Diffstat (limited to 'indra')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl | 4 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/interface/gaussianF.glsl | 4 | 
2 files changed, 4 insertions, 4 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl index b5437d43d2..97b3c2e2ea 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 eca591d387..93ad742dac 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];      } | 
