diff --git a/data/shaders/IBL.frag b/data/shaders/IBL.frag index b782b3c3d..99b29a4e5 100644 --- a/data/shaders/IBL.frag +++ b/data/shaders/IBL.frag @@ -26,7 +26,7 @@ vec3 getXcYcZc(int x, int y, float zC) float makeLinear(float f, float n, float z) { - return (2 * n) / (f + n - z * (f - n)); + return (2.0f * n) / (f + n - z * (f - n)); } vec3 CalcViewPositionFromDepth(in vec2 TexCoord, in sampler2D DepthMap) @@ -36,7 +36,7 @@ vec3 CalcViewPositionFromDepth(in vec2 TexCoord, in sampler2D DepthMap) vec3 rawPosition = vec3(TexCoord, z); // Convert from (0, 1) range to (-1, 1) - vec4 ScreenSpacePosition = vec4( rawPosition * 2 - 1, 1); + vec4 ScreenSpacePosition = vec4( rawPosition * 2.0 - 1.0, 1.0); // Undo Perspective transformation to bring into view space vec4 ViewPosition = u_inverse_projection_matrix * ScreenSpacePosition; @@ -48,7 +48,7 @@ vec3 CalcViewPositionFromDepth(in vec2 TexCoord, in sampler2D DepthMap) float GetVignette(float factor) { vec2 inside = (gl_FragCoord.xy / u_screen) - 0.5; - float vignette = 1. - dot(inside, inside) * 5; + float vignette = 1. - dot(inside, inside) * 5.0; return clamp(pow(vignette, factor), 0., 1.0); } @@ -79,7 +79,7 @@ vec3 RayCast(vec3 dir, inout vec3 hitCoord, out float dDepth, in sampler2D Depth if ((projectedCoord.x > 0.0 && projectedCoord.x < 1.0) && (projectedCoord.y > 0.0 && projectedCoord.y < 1.0) - && (cutout > 10) + && (cutout > 10.0) ) { // FIXME We need to generate mipmap to take into account the gloss map