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renderer: do explicit uint casting in computeLight_fp.glsl
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src/engine/renderer/glsl_source/computeLight_fp.glsl

Lines changed: 7 additions & 7 deletions
Original file line numberDiff line numberDiff line change
@@ -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 ) {
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214214
// 8 bits per light ID
215215
uint 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

219219
void 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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