diff --git a/libraries/render-utils/src/ssao.slh b/libraries/render-utils/src/ssao.slh index 1b73c71ed5..64a279c578 100644 --- a/libraries/render-utils/src/ssao.slh +++ b/libraries/render-utils/src/ssao.slh @@ -26,7 +26,7 @@ vec4 packOcclusionOutput(float occlusion, float depth, vec3 eyeNormal) { return vec4(occlusion, depth, eyeNormal.xy / eyeNormal.z); #else // Round to the nearest 1/256.0 - depth *= 256; + depth *= 256.0; float temp = floor(depth); return vec4(occlusion, temp * (1.0 / 256.0), depth - temp, 0.0); #endif @@ -45,7 +45,7 @@ void unpackOcclusionOutput(vec4 raw, out UnpackedOcclusion result) { result.normal = normalize(vec3(raw.zw, 1.0)); #else result.depth = (raw.y + raw.z / 256.0); - result.normal = vec3(0,0,1); + result.normal = vec3(0.0, 0.0, 1.0); #endif } diff --git a/libraries/render-utils/src/ssao_bilateralBlur.slf b/libraries/render-utils/src/ssao_bilateralBlur.slf index c392f79322..3d8fe531bf 100644 --- a/libraries/render-utils/src/ssao_bilateralBlur.slf +++ b/libraries/render-utils/src/ssao_bilateralBlur.slf @@ -86,7 +86,7 @@ vec4 getBlurredOcclusion(ivec2 destPixelCoord, vec2 occlusionTexCoord, vec2 dept #if SSAO_BILATERAL_BLUR_USE_NORMAL vec3 fragNormal = getNormalEyeAtUV(depthTexCoord, 0.0); #else - vec3 fragNormal = vec3(0, 0, 1); + vec3 fragNormal = vec3(0.0, 0.0, 1.0); #endif vec2 weightedSums = vec2(0.0);