diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/extras/shaders/colourfilterVC.frag | 2 | ||||
-rw-r--r-- | src/extras/shaders/colourfilterVC_PS.hlsl | 2 | ||||
-rw-r--r-- | src/extras/shaders/contrast.frag | 2 | ||||
-rw-r--r-- | src/extras/shaders/neoVehicle.vert | 2 | ||||
-rw-r--r-- | src/extras/shaders/neoVehicle_VS.hlsl | 2 | ||||
-rw-r--r-- | src/extras/shaders/obj/colourfilterVC_frag.inc | 2 | ||||
-rw-r--r-- | src/extras/shaders/obj/contrast_frag.inc | 2 | ||||
-rw-r--r-- | src/extras/shaders/obj/neoVehicle_vert.inc | 2 |
8 files changed, 8 insertions, 8 deletions
diff --git a/src/extras/shaders/colourfilterVC.frag b/src/extras/shaders/colourfilterVC.frag index 9db3950e..283aa817 100644 --- a/src/extras/shaders/colourfilterVC.frag +++ b/src/extras/shaders/colourfilterVC.frag @@ -20,7 +20,7 @@ main(void) } vec4 color; color.rgb = prev.rgb; - color.a = 1.0f; + color.a = 1.0; FRAGCOLOR(color); } diff --git a/src/extras/shaders/colourfilterVC_PS.hlsl b/src/extras/shaders/colourfilterVC_PS.hlsl index 1e62950b..90d3b50c 100644 --- a/src/extras/shaders/colourfilterVC_PS.hlsl +++ b/src/extras/shaders/colourfilterVC_PS.hlsl @@ -18,6 +18,6 @@ float4 main(in float2 texcoord : TEXCOORD0) : COLOR0 tmp += prev*blurcol; prev = saturate(tmp); } - prev.a = 1.0f; + prev.a = 1.0; return prev; } diff --git a/src/extras/shaders/contrast.frag b/src/extras/shaders/contrast.frag index 1b93f6fe..2d394f66 100644 --- a/src/extras/shaders/contrast.frag +++ b/src/extras/shaders/contrast.frag @@ -12,7 +12,7 @@ main(void) vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y)); vec4 color; color.rgb = dst.rgb*u_contrastMult + u_contrastAdd; - color.a = 1.0f; + color.a = 1.0; FRAGCOLOR(color); } diff --git a/src/extras/shaders/neoVehicle.vert b/src/extras/shaders/neoVehicle.vert index f0224ddb..6985a689 100644 --- a/src/extras/shaders/neoVehicle.vert +++ b/src/extras/shaders/neoVehicle.vert @@ -42,7 +42,7 @@ main(void) v_tex1 = uv2.xy*0.5 + 0.5; float b = 1.0 - clamp(dot(viewVec, Normal), 0.0, 1.0); v_reflcolor = vec4(0.0, 0.0, 0.0, 1.0); - v_reflcolor.a = mix(b*b*b*b*b, 1.0f, fresnel)*shininess; + v_reflcolor.a = mix(b*b*b*b*b, 1.0, fresnel)*shininess; for(int i = 0; i < 5; i++) v_reflcolor.rgb += DoDirLightSpec(u_specDir[i].xyz, u_specColor[i].rgb, Normal, viewVec, u_specDir[i].w)*specularity*lightStrength; diff --git a/src/extras/shaders/neoVehicle_VS.hlsl b/src/extras/shaders/neoVehicle_VS.hlsl index de75e745..fb730092 100644 --- a/src/extras/shaders/neoVehicle_VS.hlsl +++ b/src/extras/shaders/neoVehicle_VS.hlsl @@ -52,7 +52,7 @@ VS_out main(in VS_in input) output.TexCoord1 = uv2.xy*0.5 + 0.5; float b = 1.0 - saturate(dot(viewVec, Normal)); output.ReflColor = float4(0.0, 0.0, 0.0, 1.0); - output.ReflColor.a = lerp(b*b*b*b*b, 1.0f, fresnel)*shininess; + output.ReflColor.a = lerp(b*b*b*b*b, 1.0, fresnel)*shininess; //Light mainLight = lights[0]; for(i = 0; i < 5; i++) diff --git a/src/extras/shaders/obj/colourfilterVC_frag.inc b/src/extras/shaders/obj/colourfilterVC_frag.inc index 1f9bf6d8..b61322d9 100644 --- a/src/extras/shaders/obj/colourfilterVC_frag.inc +++ b/src/extras/shaders/obj/colourfilterVC_frag.inc @@ -21,7 +21,7 @@ const char *colourfilterVC_frag_src = " }\n" " vec4 color;\n" " color.rgb = prev.rgb;\n" -" color.a = 1.0f;\n" +" color.a = 1.0;\n" " FRAGCOLOR(color);\n" "}\n" diff --git a/src/extras/shaders/obj/contrast_frag.inc b/src/extras/shaders/obj/contrast_frag.inc index 97f78194..a1ad479f 100644 --- a/src/extras/shaders/obj/contrast_frag.inc +++ b/src/extras/shaders/obj/contrast_frag.inc @@ -13,7 +13,7 @@ const char *contrast_frag_src = " vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n" " vec4 color;\n" " color.rgb = dst.rgb*u_contrastMult + u_contrastAdd;\n" -" color.a = 1.0f;\n" +" color.a = 1.0;\n" " FRAGCOLOR(color);\n" "}\n" diff --git a/src/extras/shaders/obj/neoVehicle_vert.inc b/src/extras/shaders/obj/neoVehicle_vert.inc index b7b42622..ebd0ea12 100644 --- a/src/extras/shaders/obj/neoVehicle_vert.inc +++ b/src/extras/shaders/obj/neoVehicle_vert.inc @@ -43,7 +43,7 @@ const char *neoVehicle_vert_src = " v_tex1 = uv2.xy*0.5 + 0.5;\n" " float b = 1.0 - clamp(dot(viewVec, Normal), 0.0, 1.0);\n" " v_reflcolor = vec4(0.0, 0.0, 0.0, 1.0);\n" -" v_reflcolor.a = mix(b*b*b*b*b, 1.0f, fresnel)*shininess;\n" +" v_reflcolor.a = mix(b*b*b*b*b, 1.0, fresnel)*shininess;\n" " for(int i = 0; i < 5; i++)\n" " v_reflcolor.rgb += DoDirLightSpec(u_specDir[i].xyz, u_specColor[i].rgb, Normal, viewVec, u_specDir[i].w)*specularity*lightStrength;\n" |