diff --git a/src/meshlab/shaders/envmap.vert b/src/meshlab/shaders/envmap.vert index e608c84fa..670df7da9 100644 --- a/src/meshlab/shaders/envmap.vert +++ b/src/meshlab/shaders/envmap.vert @@ -66,7 +66,7 @@ vec4 Specular; // Diffuse * gl_FrontMaterial.diffuse; Ambient * gl_Color + Diffuse * gl_Color; - color += Specular * vec4(SpecularVal,SpecularVal,SpecularVal,1); + color += Specular * vec4(SpecularVal,SpecularVal,SpecularVal,1.0); color = clamp( color, 0.0, 1.0 ); gl_FrontColor = color; gl_FrontColor.a *= alphaFade; diff --git a/src/meshlab/shaders/stripes2.frag b/src/meshlab/shaders/stripes2.frag index a613941f4..ab22010c4 100644 --- a/src/meshlab/shaders/stripes2.frag +++ b/src/meshlab/shaders/stripes2.frag @@ -1,20 +1,20 @@ varying vec3 pos; uniform vec3 StripeDir; uniform float Fuzz=.1; -uniform float Width=0.5; -uniform float Scale=1.0; +float Width=0.5f; +float Scale=1.0f; void main (void) { vec4 color; float scalar_pos=dot(Scale*StripeDir,pos); - float scaled_pos=fract(scalar_pos*10.0) ; + float scaled_pos=fract(scalar_pos*10.0); color = gl_Color; float frac1 = clamp(scaled_pos / Fuzz, 0.0, 1.0); float frac2 = clamp((scaled_pos - Width) / Fuzz, 0.0, 1.0); - frac1 = frac1 * (1.0 - frac2); - frac1 = frac1 * frac1 * (3.0 - (2.0 * frac1)); + frac1 = frac1 * (1.0 - frac2); + frac1 = frac1 * frac1 * (3.0 - (2.0 * frac1)); color.a=mix(0,1,frac1); gl_FragColor = color; diff --git a/src/meshlab/shaders/toon.frag b/src/meshlab/shaders/toon.frag index 85cf03954..473681aac 100644 --- a/src/meshlab/shaders/toon.frag +++ b/src/meshlab/shaders/toon.frag @@ -14,7 +14,7 @@ uniform float Edge; uniform float Phong; varying vec3 Normal; varying vec3 LightDir; -uniform float Fuzz=.1; +float Fuzz=0.1f; void main (void) {