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-rw-r--r--src/extras/shaders/colourfilterIII.frag2
-rw-r--r--src/extras/shaders/colourfilterIII_PS.hlsl2
-rw-r--r--src/extras/shaders/contrast.frag2
-rw-r--r--src/extras/shaders/neoVehicle.vert2
-rw-r--r--src/extras/shaders/neoVehicle_VS.hlsl2
-rw-r--r--src/extras/shaders/obj/colourfilterIII_frag.inc2
-rw-r--r--src/extras/shaders/obj/contrast_frag.inc2
-rw-r--r--src/extras/shaders/obj/neoVehicle_vert.inc2
8 files changed, 8 insertions, 8 deletions
diff --git a/src/extras/shaders/colourfilterIII.frag b/src/extras/shaders/colourfilterIII.frag
index b41cb94a..95e5d052 100644
--- a/src/extras/shaders/colourfilterIII.frag
+++ b/src/extras/shaders/colourfilterIII.frag
@@ -17,7 +17,7 @@ main(void)
}
vec4 color;
color.rgb = prev.rgb;
- color.a = 1.0f;
+ color.a = 1.0;
FRAGCOLOR(color);
}
diff --git a/src/extras/shaders/colourfilterIII_PS.hlsl b/src/extras/shaders/colourfilterIII_PS.hlsl
index 27f099ef..3d893c3c 100644
--- a/src/extras/shaders/colourfilterIII_PS.hlsl
+++ b/src/extras/shaders/colourfilterIII_PS.hlsl
@@ -10,6 +10,6 @@ float4 main(in float2 texcoord : TEXCOORD0) : COLOR0
float4 tmp = dst*(1-a) + prev*blurcol*a;
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/colourfilterIII_frag.inc b/src/extras/shaders/obj/colourfilterIII_frag.inc
index 6fd1935b..05f92785 100644
--- a/src/extras/shaders/obj/colourfilterIII_frag.inc
+++ b/src/extras/shaders/obj/colourfilterIII_frag.inc
@@ -18,7 +18,7 @@ const char *colourfilterIII_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"