Remove shader compilation warnings on Intel

This commit is contained in:
Jakub Valtar
2015-08-14 17:51:07 -04:00
parent eb7469a1f3
commit 7f5b5cd1df
2 changed files with 10 additions and 8 deletions
@@ -47,7 +47,8 @@ varying vec4 backVertColor;
const float zero_float = 0.0;
const float one_float = 1.0;
const vec3 zero_vec3 = vec3(0);
const vec3 zero_vec3 = vec3(0.0);
const vec3 minus_one_vec3 = vec3(0.0-1.0);
float falloffFactor(vec3 lightPos, vec3 vertPos, vec3 coeff) {
vec3 lpv = lightPos - vertPos;
@@ -59,7 +60,7 @@ float falloffFactor(vec3 lightPos, vec3 vertPos, vec3 coeff) {
float spotFactor(vec3 lightPos, vec3 vertPos, vec3 lightNorm, float minCos, float spotExp) {
vec3 lpv = normalize(lightPos - vertPos);
vec3 nln = -one_float * lightNorm;
vec3 nln = minus_one_vec3 * lightNorm;
float spotCos = dot(nln, lpv);
return spotCos <= minCos ? zero_float : pow(spotCos, spotExp);
}
@@ -83,7 +84,7 @@ void main() {
// Normal vector in eye coordinates
vec3 ecNormal = normalize(normalMatrix * normal);
vec3 ecNormalInv = ecNormal * -one_float;
vec3 ecNormalInv = ecNormal * minus_one_vec3;
// Light calculations
vec3 totalAmbient = vec3(0, 0, 0);
@@ -108,7 +109,7 @@ void main() {
if (isDir) {
falloff = one_float;
lightDir = -one_float * lightNormal[i];
lightDir = minus_one_vec3 * lightNormal[i];
} else {
falloff = falloffFactor(lightPos, ecVertex, lightFalloff[i]);
lightDir = normalize(lightPos - ecVertex);
@@ -50,7 +50,8 @@ varying vec4 vertTexCoord;
const float zero_float = 0.0;
const float one_float = 1.0;
const vec3 zero_vec3 = vec3(0);
const vec3 zero_vec3 = vec3(0.0);
const vec3 minus_one_vec3 = vec3(0.0-1.0);
float falloffFactor(vec3 lightPos, vec3 vertPos, vec3 coeff) {
vec3 lpv = lightPos - vertPos;
@@ -62,7 +63,7 @@ float falloffFactor(vec3 lightPos, vec3 vertPos, vec3 coeff) {
float spotFactor(vec3 lightPos, vec3 vertPos, vec3 lightNorm, float minCos, float spotExp) {
vec3 lpv = normalize(lightPos - vertPos);
vec3 nln = -one_float * lightNorm;
vec3 nln = minus_one_vec3 * lightNorm;
float spotCos = dot(nln, lpv);
return spotCos <= minCos ? zero_float : pow(spotCos, spotExp);
}
@@ -86,7 +87,7 @@ void main() {
// Normal vector in eye coordinates
vec3 ecNormal = normalize(normalMatrix * normal);
vec3 ecNormalInv = ecNormal * -one_float;
vec3 ecNormalInv = ecNormal * minus_one_vec3;
// Light calculations
vec3 totalAmbient = vec3(0, 0, 0);
@@ -111,7 +112,7 @@ void main() {
if (isDir) {
falloff = one_float;
lightDir = -one_float * lightNormal[i];
lightDir = minus_one_vec3 * lightNormal[i];
} else {
falloff = falloffFactor(lightPos, ecVertex, lightFalloff[i]);
lightDir = normalize(lightPos - ecVertex);