diff options
Diffstat (limited to 'indra')
5 files changed, 21 insertions, 21 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index e9f849a8c0..7357e27117 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -147,7 +147,7 @@ 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/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl index 140bd731ff..f04dca2b36 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl @@ -137,7 +137,7 @@ 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; @@ -158,10 +158,10 @@ 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)              { @@ -222,7 +222,7 @@ 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; @@ -361,9 +361,9 @@ 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; @@ -380,7 +380,7 @@ 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 8db3bcd363..d4359e7aa3 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl @@ -152,10 +152,10 @@ 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 987089fcc9..1ca4024c69 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl @@ -133,9 +133,9 @@ 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/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index 78db8ccf5b..d13e71445f 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -198,7 +198,7 @@ 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) @@ -221,10 +221,10 @@ 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)              { @@ -258,7 +258,7 @@ 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;                      }                  }              }  | 
