From e67d04ead97e0f159700e429b5c639f494188ad9 Mon Sep 17 00:00:00 2001 From: Emilian Huminiuc Date: Tue, 31 Jul 2012 21:32:22 +0300 Subject: [PATCH] Cleanup some implicit casts Signed-off-by: Emilian Huminiuc --- Shaders/flutter.vert | 12 ++++++------ Shaders/ubershader-gbuffer.frag | 2 +- Shaders/water-gbuffer.frag | 8 ++++---- Shaders/water-gbuffer.vert | 2 +- Shaders/water.frag | 6 +++--- Shaders/water.vert | 6 +++--- Shaders/water_lightfield.frag | 14 +++++++------- Shaders/water_lightfield.vert | 24 ++++++++++++------------ Shaders/water_sine-gbuffer.frag | 20 ++++++++++---------- Shaders/water_sine.frag | 16 ++++++++-------- 10 files changed, 55 insertions(+), 55 deletions(-) diff --git a/Shaders/flutter.vert b/Shaders/flutter.vert index 4af662855..0d07a042f 100644 --- a/Shaders/flutter.vert +++ b/Shaders/flutter.vert @@ -56,8 +56,8 @@ void relWind(out float rel_wind_speed_kts, out float rel_wind_from_rad) float rel_wind_speed_from_north_kts = WindN*fps2kts + speed_north_kts; //combine relative speeds north and east to get relative windspeed in kts - rel_wind_speed_kts = sqrt(pow(abs(rel_wind_speed_from_east_kts), 2) - + pow(abs(rel_wind_speed_from_north_kts), 2)); + rel_wind_speed_kts = sqrt(pow(abs(rel_wind_speed_from_east_kts), 2.0) + + pow(abs(rel_wind_speed_from_north_kts), 2.0)); //calculate the relative wind direction float rel_wind_from_deg = degrees(atan(rel_wind_speed_from_east_kts, rel_wind_speed_from_north_kts)); @@ -79,8 +79,8 @@ void main() { mat4 RotationMatrix; - float relWindspd=0; - float relWinddir=0; + float relWindspd=0.0; + float relWinddir=0.0; // compute relative wind speed and direction relWind (relWindspd, relWinddir); @@ -93,9 +93,9 @@ void main() vec4 pos = gl_Vertex; vec4 oldpos = gl_Vertex; - float freq = (10 * relWindspd) + 10; + float freq = (10.0 * relWindspd) + 10.0; pos.y = sin((pos.x * 5.0 + tsec * freq )/5.0) * 0.5 ; - pos.y += sin((pos.z * 5.0 + tsec * freq/2)/5.0) * 0.125 ; + pos.y += sin((pos.z * 5.0 + tsec * freq/2.0)/5.0) * 0.125 ; pos.y *= pow(pos.x - Offset, 2.0) * AmpFactor; diff --git a/Shaders/ubershader-gbuffer.frag b/Shaders/ubershader-gbuffer.frag index bfd2538f8..97f00a95d 100644 --- a/Shaders/ubershader-gbuffer.frag +++ b/Shaders/ubershader-gbuffer.frag @@ -76,7 +76,7 @@ void main (void) //vec3 ambient = fg_SunAmbientColor.rgb; vec3 N; vec3 dotN; - float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb + gl_FrontMaterial.emission, + float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb + gl_FrontMaterial.emission.rgb, vec3( 0.3, 0.59, 0.11 ) ); float pf; diff --git a/Shaders/water-gbuffer.frag b/Shaders/water-gbuffer.frag index 67f5dec86..74ea6a9eb 100644 --- a/Shaders/water-gbuffer.frag +++ b/Shaders/water-gbuffer.frag @@ -86,10 +86,10 @@ void main(void) cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4); } else { // hack to allow for Overcast not to be set by Local Weather - if (Overcast == 0){ - cover = 5; + if (Overcast == 0.0){ + cover = 5.0; } else { - cover = Overcast * 5; + cover = Overcast * 5.0; } } @@ -207,5 +207,5 @@ void main(void) vec3( 0.3, 0.59, 0.11 ) ); float specular = smoothstep(0.0, 3.5, cover); - encode_gbuffer(Normal, finalColor.rgb, 254, specular, 128, emission, gl_FragCoord.z); + encode_gbuffer(Normal, finalColor.rgb, 254, specular, 128.0, emission, gl_FragCoord.z); } diff --git a/Shaders/water-gbuffer.vert b/Shaders/water-gbuffer.vert index ac2d6151e..ba9a4babf 100644 --- a/Shaders/water-gbuffer.vert +++ b/Shaders/water-gbuffer.vert @@ -48,7 +48,7 @@ void main(void) float Angle; - float windFactor = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.05; + float windFactor = sqrt(WindE * WindE + WindN * WindN) * 0.05; if (WindN == 0.0 && WindE == 0.0) { Angle = 0.0; diff --git a/Shaders/water.frag b/Shaders/water.frag index 07edf50fc..dfd7f5746 100644 --- a/Shaders/water.frag +++ b/Shaders/water.frag @@ -94,10 +94,10 @@ void main(void) cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4); } else { // hack to allow for Overcast not to be set by Local Weather - if (Overcast == 0){ - cover = 5; + if (Overcast == 0.0){ + cover = 5.0; } else { - cover = Overcast * 5; + cover = Overcast * 5.0; } } diff --git a/Shaders/water.vert b/Shaders/water.vert index 7e32f0879..f83daf2a7 100644 --- a/Shaders/water.vert +++ b/Shaders/water.vert @@ -1,9 +1,9 @@ // This shader is mostly an adaptation of the shader found at // http://www.bonzaisoftware.com/water_tut.html and its glsl conversion // available at http://forum.bonzaisoftware.com/viewthread.php?tid=10 -// © Michael Horsch - 2005 +// Michael Horsch - 2005 // Major update and revisions - 2011-10-07 -// © Emilian Huminiuc and Vivian Meazza +// Emilian Huminiuc and Vivian Meazza #version 120 @@ -39,7 +39,7 @@ void main(void) float Angle; - float windFactor = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.05; + float windFactor = sqrt(WindE * WindE + WindN * WindN) * 0.05; if (WindN == 0.0 && WindE == 0.0) { Angle = 0.0; diff --git a/Shaders/water_lightfield.frag b/Shaders/water_lightfield.frag index 2ba6b853b..28af9e833 100644 --- a/Shaders/water_lightfield.frag +++ b/Shaders/water_lightfield.frag @@ -115,7 +115,7 @@ void sumWaves(float angle, float dangle, float windScale, float factor, out floa { mat4 RotationMatrix; float deriv; - vec4 P = waterTex1 * 1024; + vec4 P = waterTex1 * 1024.0; rotationmatrix(radians(angle + dangle * windScale + 0.6 * sin(P.x * factor)), RotationMatrix); P *= RotationMatrix; @@ -239,17 +239,17 @@ void main(void) wave0.amp = WaveAmp; wave0.dir = vec2(cos(radians(angle)), sin(radians(angle))); - angle -= 45; + angle -= 45.0; wave1.freq = WaveFreq * 2.0 ; wave1.amp = WaveAmp * 1.25; wave1.dir = vec2(cos(radians(angle)), sin(radians(angle))); - angle += 30; + angle += 30.0; wave2.freq = WaveFreq * 3.5; wave2.amp = WaveAmp * 0.75; wave2.dir = vec2(cos(radians(angle)), sin(radians(angle))); - angle -= 50; + angle -= 50.0; wave3.freq = WaveFreq * 3.0 ; wave3.amp = WaveAmp * 0.75; wave3.dir = vec2(cos(radians(angle)), sin(radians(angle))); @@ -270,17 +270,17 @@ void main(void) wave0.amp = waveamp; wave0.dir = vec2(cos(radians(angle)), sin(radians(angle))); - angle -= 20; + angle -= 20.0; wave1.freq = WaveFreq * 2.0 ; wave1.amp = waveamp * 1.25; wave1.dir = vec2(cos(radians(angle)), sin(radians(angle))); - angle += 35; + angle += 35.0; wave2.freq = WaveFreq * 3.5; wave2.amp = waveamp * 0.75; wave2.dir = vec2(cos(radians(angle)), sin(radians(angle))); - angle -= 45; + angle -= 45.0; wave3.freq = WaveFreq * 3.0 ; wave3.amp = waveamp * 0.75; wave3.dir = vec2(cos(radians(angle)), sin(radians(angle))); diff --git a/Shaders/water_lightfield.vert b/Shaders/water_lightfield.vert index 5da4193c6..f220d58da 100644 --- a/Shaders/water_lightfield.vert +++ b/Shaders/water_lightfield.vert @@ -27,7 +27,7 @@ uniform float WindE, WindN; uniform float hazeLayerAltitude; uniform float terminator; -uniform float terrain_alt; +uniform float terrain_alt; uniform float avisibility; uniform float visibility; uniform float overcast; @@ -83,7 +83,7 @@ void main(void) float Angle; - float windFactor = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.05; + float windFactor = sqrt(WindE * WindE + WindN * WindN) * 0.05; if (WindN == 0.0 && WindE == 0.0) { Angle = 0.0; }else{ @@ -114,32 +114,32 @@ void main(void) // first current altitude of eye position in model space vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0); - + // and relative position to vector relPos = gl_Vertex.xyz - ep.xyz; // unfortunately, we need the distance in the vertex shader, although the more accurate version // is later computed in the fragment shader again float dist = length(relPos); - + // altitude of the vertex in question, somehow zero leads to artefacts, so ensure it is at least 100m vertex_alt = max(gl_Vertex.z,100.0); - scattering = 0.5 + 0.5 * ground_scattering + 0.5* (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, vertex_alt); + scattering = 0.5 + 0.5 * ground_scattering + 0.5* (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, vertex_alt); // branch dependent on daytime if (terminator < 1000000.0) // the full, sunrise and sunset computation { - + // establish coordinates relative to sun position //vec3 lightFull = (gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz; //vec3 lightHorizon = normalize(vec3(lightFull.x,lightFull.y, 0.0)); vec3 lightHorizon = normalize(vec3(lightdir.x,lightdir.y, 0.0)); - + // yprime is the distance of the vertex into sun direction yprime = -dot(relPos, lightHorizon); @@ -149,7 +149,7 @@ if (terminator < 1000000.0) // the full, sunrise and sunset computation // two times terminator width governs how quickly light fades into shadow // now the light-dimming factor earthShade = 0.6 * (1.0 - smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt)) + 0.4; - + // parametrized version of the Flightgear ground lighting function lightArg = (terminator-yprime_alt)/100000.0; @@ -162,7 +162,7 @@ if (terminator < 1000000.0) // the full, sunrise and sunset computation // correct ambient light intensity and hue before sunrise if (earthShade < 0.5) { - intensity = length(specular_light.rgb); + intensity = length(specular_light.rgb); specular_light.xyz = intensity * normalize(mix(specular_light.xyz, vec3 (0.45, 0.6, 0.8), 1.0 -smoothstep(0.1, 0.5,earthShade) )); } @@ -170,7 +170,7 @@ if (terminator < 1000000.0) // the full, sunrise and sunset computation if (lightArg < 5.0) //{mie_angle = (0.5 * dot(normalize(relPos), normalize(lightFull)) ) + 0.5;} {mie_angle = (0.5 * dot(normalize(relPos), lightdir) ) + 0.5;} - else + else {mie_angle = 1.0;} @@ -200,7 +200,7 @@ else else // the faster, full-day version without lightfields { //vertex_alt = max(gl_Vertex.z,100.0); - + earthShade = 1.0; mie_angle = 1.0; @@ -214,7 +214,7 @@ else // the faster, full-day version without lightfields specular_light.g = 0.907 + lightArg * 0.091; specular_light.r = 0.904 + lightArg * 0.092; } - + specular_light = specular_light * scattering; yprime_alt = -sqrt(2.0 * EarthRadius * hazeLayerAltitude); diff --git a/Shaders/water_sine-gbuffer.frag b/Shaders/water_sine-gbuffer.frag index 64bb2e045..c9e084a26 100644 --- a/Shaders/water_sine-gbuffer.frag +++ b/Shaders/water_sine-gbuffer.frag @@ -97,7 +97,7 @@ float evaluateWaveSharp(Wave w, vec2 pos, float t, float k) float evaluateWaveDerivSharp(Wave w, vec2 pos, float t, float k) { - return k*w.freq*w.amp * pow(sin( dot(w.dir, pos)*w.freq + t*w.phase)* 0.5 + 0.5 , k - 1) * cos( dot(w.dir, pos)*w.freq + t*w.phase) ; + return k*w.freq*w.amp * pow(sin( dot(w.dir, pos)*w.freq + t*w.phase)* 0.5 + 0.5 , k - 1.0) * cos( dot(w.dir, pos)*w.freq + t*w.phase) ; } void sumWaves(float angle, float dangle, float windScale, float factor, out float ddx, float ddy) @@ -192,17 +192,17 @@ void main(void) wave0.amp = WaveAmp ; wave0.dir = vec2(cos(radians(angle)), sin(radians(angle))) ; - angle -= 45 ; + angle -= 45.0 ; wave1.freq = WaveFreq * 2.0 ; wave1.amp = WaveAmp * 1.25 ; wave1.dir = vec2(cos(radians(angle)), sin(radians(angle))) ; - angle += 30; + angle += 30.0; wave2.freq = WaveFreq * 3.5 ; wave2.amp = WaveAmp * 0.75 ; wave2.dir = vec2(cos(radians(angle)), sin(radians(angle))) ; - angle -= 50 ; + angle -= 50.0 ; wave3.freq = WaveFreq * 3.0 ; wave3.amp = WaveAmp * 0.75 ; wave3.dir = vec2(cos(radians(angle)), sin(radians(angle))) ; @@ -223,17 +223,17 @@ void main(void) wave0.amp = waveamp ; wave0.dir = vec2(cos(radians(angle)), sin(radians(angle))) ; - angle -= 20 ; + angle -= 20.0 ; wave1.freq = WaveFreq * 2.0 ; wave1.amp = waveamp * 1.25 ; wave1.dir = vec2(cos(radians(angle)), sin(radians(angle))) ; - angle += 35 ; + angle += 35.0 ; wave2.freq = WaveFreq * 3.5 ; wave2.amp = waveamp * 0.75 ; wave2.dir = vec2(cos(radians(angle)), sin(radians(angle))) ; - angle -= 45 ; + angle -= 45.0 ; wave3.freq = WaveFreq * 3.0 ; wave3.amp = waveamp * 0.75 ; wave3.dir = vec2(cos(radians(angle)), sin(radians(angle))) ; @@ -259,10 +259,10 @@ void main(void) cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4) ; } else { // hack to allow for Overcast not to be set by Local Weather - if (Overcast == 0){ - cover = 5; + if (Overcast == 0.0){ + cover = 5.0; } else { - cover = Overcast * 5; + cover = Overcast * 5.0; } } diff --git a/Shaders/water_sine.frag b/Shaders/water_sine.frag index 53fd5f6c2..8643b0857 100644 --- a/Shaders/water_sine.frag +++ b/Shaders/water_sine.frag @@ -90,7 +90,7 @@ float evaluateWaveSharp(Wave w, vec2 pos, float t, float k) float evaluateWaveDerivSharp(Wave w, vec2 pos, float t, float k) { - return k*w.freq*w.amp * pow(sin( dot(w.dir, pos)*w.freq + t*w.phase)* 0.5 + 0.5 , k - 1) * cos( dot(w.dir, pos)*w.freq + t*w.phase); + return k*w.freq*w.amp * pow(sin( dot(w.dir, pos)*w.freq + t*w.phase)* 0.5 + 0.5 , k - 1.0) * cos( dot(w.dir, pos)*w.freq + t*w.phase); } void sumWaves(float angle, float dangle, float windScale, float factor, out float ddx, float ddy) @@ -173,7 +173,7 @@ void main(void) //uncomment to test //range = -20000; - if (range > -15000 || dot(Normal,H) > 0.95 ) { + if (range > -15000.0 || dot(Normal,H) > 0.95 ) { float ddx = 0.0, ddy = 0.0; float ddx1 = 0.0, ddy1 = 0.0; @@ -187,17 +187,17 @@ void main(void) wave0.amp = WaveAmp; wave0.dir = vec2(cos(radians(angle)), sin(radians(angle))); - angle -= 45; + angle -= 45.0; wave1.freq = WaveFreq * 2.0 ; wave1.amp = WaveAmp * 1.25; wave1.dir = vec2(cos(radians(angle)), sin(radians(angle))); - angle += 30; + angle += 30.0; wave2.freq = WaveFreq * 3.5; wave2.amp = WaveAmp * 0.75; wave2.dir = vec2(cos(radians(angle)), sin(radians(angle))); - angle -= 50; + angle -= 50.0; wave3.freq = WaveFreq * 3.0 ; wave3.amp = WaveAmp * 0.75; wave3.dir = vec2(cos(radians(angle)), sin(radians(angle))); @@ -218,17 +218,17 @@ void main(void) wave0.amp = waveamp; wave0.dir = vec2(cos(radians(angle)), sin(radians(angle))); - angle -= 20; + angle -= 20.0; wave1.freq = WaveFreq * 2.0 ; wave1.amp = waveamp * 1.25; wave1.dir = vec2(cos(radians(angle)), sin(radians(angle))); - angle += 35; + angle += 35.0; wave2.freq = WaveFreq * 3.5; wave2.amp = waveamp * 0.75; wave2.dir = vec2(cos(radians(angle)), sin(radians(angle))); - angle -= 45; + angle -= 45.0; wave3.freq = WaveFreq * 3.0 ; wave3.amp = waveamp * 0.75; wave3.dir = vec2(cos(radians(angle)), sin(radians(angle)));