diff --git a/stepmania/Data/Shaders/GLSL/Color burn.frag b/stepmania/Data/Shaders/GLSL/Color burn.frag index ea0f742aad..9cf97729a3 100644 --- a/stepmania/Data/Shaders/GLSL/Color burn.frag +++ b/stepmania/Data/Shaders/GLSL/Color burn.frag @@ -7,7 +7,7 @@ vec4 ApplyBurn( vec4 over, vec4 under, float fill ) over.rgb = mix( NeutralColor, over.rgb, fill ); vec4 ret; - ret.rgb = (over.rgb + under.rgb - 1); + ret.rgb = (over.rgb + under.rgb - 1.0); ret.rgb /= max(over.rgb, 0.000001); ret.rgb *= over.a*under.a; diff --git a/stepmania/Data/Shaders/GLSL/Color dodge.frag b/stepmania/Data/Shaders/GLSL/Color dodge.frag index b1c4c92552..99a445e26f 100644 --- a/stepmania/Data/Shaders/GLSL/Color dodge.frag +++ b/stepmania/Data/Shaders/GLSL/Color dodge.frag @@ -9,8 +9,8 @@ vec4 ApplyDodge( vec4 over, vec4 under, float fill ) vec4 ret; ret.rgb = under.rgb; - ret.rgb /= max(1-over.rgb, 0.000001); - ret.rgb = min(ret.rgb, 1); + ret.rgb /= max(1.0-over.rgb, 0.000001); + ret.rgb = min(ret.rgb, 1.0); ret.rgb *= over.a*under.a; // ret = clamp( ret, 0.0, 1.0 ); diff --git a/stepmania/Data/Shaders/GLSL/Hard mix.frag b/stepmania/Data/Shaders/GLSL/Hard mix.frag index 4002210784..0f8e0568ff 100644 --- a/stepmania/Data/Shaders/GLSL/Hard mix.frag +++ b/stepmania/Data/Shaders/GLSL/Hard mix.frag @@ -11,8 +11,8 @@ vec4 ApplyVividLight( vec4 over, vec4 under, float fill ) vec4 ret; ret.rgb = under.rgb; - ret.rgb += min(over.rgb, 0); - ret.rgb /= max(1-abs(over.rgb), 0.000001); + ret.rgb += min(over.rgb, 0.0); + ret.rgb /= max(1.0-abs(over.rgb), 0.000001); ret.rgb *= under.a; ret = clamp( ret, 0.0, 1.0 ); ret.rgb *= over.a; diff --git a/stepmania/Data/Shaders/GLSL/Vivid light.frag b/stepmania/Data/Shaders/GLSL/Vivid light.frag index c26973a646..e7b04f88a8 100644 --- a/stepmania/Data/Shaders/GLSL/Vivid light.frag +++ b/stepmania/Data/Shaders/GLSL/Vivid light.frag @@ -11,8 +11,8 @@ vec4 ApplyVividLight( vec4 over, vec4 under, float fill ) vec4 ret; ret.rgb = under.rgb; - ret.rgb += min(over.rgb, 0); - ret.rgb /= max(1-abs(over.rgb), 0.000001); + ret.rgb += min(over.rgb, 0.0); + ret.rgb /= max(1.0-abs(over.rgb), 0.000001); ret.rgb *= under.a; ret = clamp( ret, 0.0, 1.0 ); ret.rgb *= over.a;