quiet shader warnings

This commit is contained in:
SamGondelman 2018-04-20 18:25:30 -07:00
parent d59f368ad6
commit ac7e8623bf
6 changed files with 11 additions and 10 deletions

View file

@ -36,8 +36,8 @@ void main(void) {
} else if (frag.mode == FRAG_MODE_LIGHTMAPPED) {
discard;
} else {
vec4 midNormalCurvature;
vec4 lowNormalCurvature;
vec4 midNormalCurvature = vec4(0);
vec4 lowNormalCurvature = vec4(0);
if (frag.mode == FRAG_MODE_SCATTERING) {
unpackMidLowNormalCurvature(_texCoord0, midNormalCurvature, lowNormalCurvature);
}

View file

@ -37,8 +37,8 @@ void main(void) {
} else if (frag.mode == FRAG_MODE_LIGHTMAPPED) {
discard;
} else {
vec4 midNormalCurvature;
vec4 lowNormalCurvature;
vec4 midNormalCurvature = vec4(0);
vec4 lowNormalCurvature = vec4(0);
if (frag.mode == FRAG_MODE_SCATTERING) {
unpackMidLowNormalCurvature(_texCoord0, midNormalCurvature, lowNormalCurvature);
}

View file

@ -33,8 +33,8 @@ void main(void) {
} else if (frag.mode == FRAG_MODE_LIGHTMAPPED) {
discard;
} else {
vec4 midNormalCurvature;
vec4 lowNormalCurvature;
vec4 midNormalCurvature = vec4(0);
vec4 lowNormalCurvature = vec4(0);
if (frag.mode == FRAG_MODE_SCATTERING) {
unpackMidLowNormalCurvature(_texCoord0, midNormalCurvature, lowNormalCurvature);
}

View file

@ -38,8 +38,8 @@ void main(void) {
} else if (frag.mode == FRAG_MODE_LIGHTMAPPED) {
discard;
} else {
vec4 midNormalCurvature;
vec4 lowNormalCurvature;
vec4 midNormalCurvature = vec4(0);
vec4 lowNormalCurvature = vec4(0);
if (frag.mode == FRAG_MODE_SCATTERING) {
unpackMidLowNormalCurvature(_texCoord0, midNormalCurvature, lowNormalCurvature);
}

View file

@ -62,6 +62,7 @@ void main(void) {
// Frag to eye vec
vec4 fragEyeVector = invViewMat * vec4(-frag.position.xyz, 0.0);
vec3 fragEyeDir = normalize(fragEyeVector.xyz);
_fragColor = vec4(0, 0, 0, 1);
int numLightTouching = 0;
int lightClusterOffset = cluster.z;

View file

@ -45,8 +45,8 @@ void main(void) {
discard;
}
vec4 midNormalCurvature;
vec4 lowNormalCurvature;
vec4 midNormalCurvature = vec4(0);
vec4 lowNormalCurvature = vec4(0);
if (frag.mode == FRAG_MODE_SCATTERING) {
unpackMidLowNormalCurvature(texCoord, midNormalCurvature, lowNormalCurvature);
}