@@ -199,7 +199,7 @@ void computeDynamicLight( uint idx, vec3 P, vec3 normal, vec3 viewDir, vec4 diff
199199 diffuse, material, color );
200200}
201201
202- const int lightsPerLayer = 16 ;
202+ const uint lightsPerLayer = 16u ;
203203
204204#define idxs_t uvec4
205205
@@ -213,7 +213,7 @@ idxs_t fetchIdxs( in vec3 coords, in usampler3D u_LightTiles ) {
213213
214214// 8 bits per light ID
215215uint nextIdx( in uint count, in idxs_t idxs ) {
216- return ( idxs[count / 4 ] >> ( 8 * ( count % 4 ) ) ) & 0xFFu;
216+ return ( idxs[count / 4u ] >> ( 8u * ( count % 4u ) ) ) & 0xFFu;
217217}
218218
219219void computeDynamicLights( vec3 P, vec3 normal, vec3 viewDir, vec4 diffuse, vec4 material,
@@ -225,20 +225,20 @@ void computeDynamicLights( vec3 P, vec3 normal, vec3 viewDir, vec4 diffuse, vec4
225225
226226 vec2 tile = floor ( gl_FragCoord .xy * ( 1.0 / float ( TILE_SIZE ) ) ) + 0.5 ;
227227
228- for ( uint layer = 0 ; layer < NUM_LIGHT_LAYERS; layer++ ) {
229- uint lightCount = 0 ;
228+ for ( uint layer = 0u ; layer < uint ( NUM_LIGHT_LAYERS ) ; layer++ ) {
229+ uint lightCount = 0u ;
230230 idxs_t idxs = fetchIdxs( tileScale * vec3 ( tile, float ( layer ) + 0.5 ), u_LightTiles );
231231
232- for ( uint i = 0 ; i < lightsPerLayer; i++ ) {
232+ for ( uint i = 0u ; i < lightsPerLayer; i++ ) {
233233 uint idx = nextIdx( lightCount, idxs );
234234
235- if ( idx == 0 ) {
235+ if ( idx == 0u ) {
236236 break ;
237237 }
238238
239239 /* Light IDs are stored relative to the layer
240240 Subtract 1 because 0 means there's no light */
241- idx = ( idx - 1 ) * NUM_LIGHT_LAYERS + layer;
241+ idx = ( idx - 1u ) * uint ( NUM_LIGHT_LAYERS ) + layer;
242242
243243 computeDynamicLight( idx, P, normal, viewDir, diffuse, material, color );
244244 lightCount++ ;
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