From 0958f5cc290b5ad7cfe6ea10974d65f8ab79ae0a Mon Sep 17 00:00:00 2001 From: Erik Kundiman Date: Wed, 15 May 2024 12:30:23 +0800 Subject: Float operands for float operations This is so that it doesn't throw a compilation error at runtime for not finding the named function expecting certain operand types, on some certain other implementation. --- indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/effects') 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); -- cgit v1.2.3