From 0958f5cc290b5ad7cfe6ea10974d65f8ab79ae0a Mon Sep 17 00:00:00 2001
From: Erik Kundiman <erik@megapahit.org>
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 ++--
 indra/newview/app_settings/shaders/class1/interface/gaussianF.glsl  | 4 ++--
 2 files changed, 4 insertions(+), 4 deletions(-)

(limited to 'indra/newview')

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];
     }
 
-- 
cgit v1.2.3