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Fixed some compilations warning in the lightScattering shaders and a compilation error in the glsl 1.2 shader

Nehon 11 år sedan
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1b3c2e4436

+ 5 - 5
jme3-effects/src/main/resources/Common/MatDefs/Post/LightScattering.frag

@@ -14,23 +14,23 @@ void main(void)
    if(m_Display){
 
        vec4 colorRes= texture2D(m_Texture,texCoord);
-       float factor=(m_BlurWidth/float(m_NbSamples-1.0));
+       float factor=(m_BlurWidth/(float(m_NbSamples)-1.0));
        float scale;
        vec2 texCoo=texCoord - m_LightPosition.xy;
        vec2 scaledCoord;
        vec4 res = vec4(0.0);
        for(int i=0; i<m_NbSamples; i++) {
-            scale = i * factor + m_BlurStart ;
+            scale = float(i) * factor + m_BlurStart ;
             scaledCoord=texCoo*scale + m_LightPosition.xy;
             if(texture2D(m_DepthTexture,scaledCoord).r==1.0){
                 res += texture2D(m_Texture,scaledCoord);
             }
         }
-        res /= m_NbSamples;
+        res /= float(m_NbSamples);
 
         //Blend the original color with the averaged pixels
-        float mean = (res.r + res.g + res.b)/3;
-        fragColor =mix(colorRes ,mix( colorRes, res, m_LightDensity),mean);   
+        float mean = (res.r + res.g + res.b)/3.0;
+        gl_FragColor =mix(colorRes ,mix( colorRes, res, m_LightDensity),mean);   
     }else{
         gl_FragColor= texture2D(m_Texture,texCoord);
     }

+ 4 - 4
jme3-effects/src/main/resources/Common/MatDefs/Post/LightScattering15.frag

@@ -18,22 +18,22 @@ void main(void)
    if(m_Display){
 
        vec4 colorRes= getColor(m_Texture,texCoord);
-       float factor=(m_BlurWidth/float(m_NbSamples-1.0));
+       float factor=(m_BlurWidth/(float(m_NbSamples)-1.0));
        float scale;
        vec2 texCoo=texCoord - m_LightPosition.xy;
        vec2 scaledCoord;
        vec4 res = vec4(0.0);
        for(int i=0; i<m_NbSamples; i++) {
-            scale = i * factor + m_BlurStart ;
+            scale = float(i) * factor + m_BlurStart ;
             scaledCoord=texCoo*scale + m_LightPosition.xy;            
             if(fetchTextureSample(m_DepthTexture, scaledCoord,0).r==1.0){
                 res += fetchTextureSample(m_Texture,scaledCoord,0);
                 }
             }
-        res /= m_NbSamples;
+        res /= float(m_NbSamples);
         
         //Blend the original color with the averaged pixels
-        float mean = (res.r + res.g + res.b)/3;
+        float mean = (res.r + res.g + res.b)/3.0;
         fragColor =mix(colorRes ,mix( colorRes, res, m_LightDensity),mean);        
     }else{
         fragColor = getColor(m_Texture,texCoord);