mirror of
https://github.com/overte-org/overte.git
synced 2025-04-19 15:03:53 +02:00
quiet shader warnings
This commit is contained in:
parent
d59f368ad6
commit
ac7e8623bf
6 changed files with 11 additions and 10 deletions
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue