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1 parent ec01ff7 commit c6ef09cCopy full SHA for c6ef09c
src/engine/renderer/glsl_source/lighttile_fp.glsl
@@ -59,7 +59,7 @@ uniform sampler2D u_DepthMap;
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uniform int u_lightLayer;
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uniform vec3 u_zFar;
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-const int lightsPerLayer = 16;
+const uint lightsPerLayer = 16u;
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#define idxs_t uvec4
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@@ -114,7 +114,7 @@ void main() {
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idxs_t idxs = uvec4( 0, 0, 0, 0 );
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- uint lightCount = 0;
+ uint lightCount = 0u;
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/* Dynamic lights are put into 4 layers of a 3D texture. Since checking if we already added some light is infeasible,
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only process 1 / 4 of different lights for each layer, extra lights going into the last layer. This can fail to add some lights
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