From 613db9668f8873e297c6f99eff765c26e4cb01ad Mon Sep 17 00:00:00 2001 From: Stuart Buchanan Date: Fri, 10 May 2013 20:20:08 +0100 Subject: [PATCH] Fix warning on some GPUs. --- Shaders/deferred-tree.vert | 2 +- Shaders/tree-haze.vert | 4 ++-- Shaders/tree.vert | 2 +- 3 files changed, 4 insertions(+), 4 deletions(-) diff --git a/Shaders/deferred-tree.vert b/Shaders/deferred-tree.vert index 140ae47f1..8df53a978 100644 --- a/Shaders/deferred-tree.vert +++ b/Shaders/deferred-tree.vert @@ -13,7 +13,7 @@ void main() { float numVarieties = gl_Normal.z; float texFract = floor(fract(gl_MultiTexCoord0.x) * numVarieties) / (numVarieties * 4.0); texFract += floor(gl_MultiTexCoord0.x) / (numVarieties * 4.0); - gl_TexCoord[0] = vec4(texFract + 0.5 * season, gl_MultiTexCoord0.y, 0.0, 0.0); + gl_TexCoord[0] = vec4(texFract + 0.5 * float(season), gl_MultiTexCoord0.y, 0.0, 0.0); // Position and scaling vec3 position = gl_Vertex.xyz * gl_Normal.xxy; diff --git a/Shaders/tree-haze.vert b/Shaders/tree-haze.vert index 299c40289..c0adda6f1 100644 --- a/Shaders/tree-haze.vert +++ b/Shaders/tree-haze.vert @@ -38,7 +38,7 @@ uniform float overcast; //uniform float scattering; uniform float ground_scattering; uniform float snow_level; -uniform int season; +uniform int season; float earthShade; float mie_angle; @@ -85,7 +85,7 @@ void main() float cr = cos(gl_FogCoord + gl_Color.x); // Shift texture to account for snow level and seasons - gl_TexCoord[0] = vec4(texFract + 0.25 * int(gl_Color.z > snow_level) + 0.5 * season, gl_MultiTexCoord0.y, 0.0, 0.0); + gl_TexCoord[0] = vec4(texFract + 0.25 * float(gl_Color.z > snow_level) + 0.5 * float(season), gl_MultiTexCoord0.y, 0.0, 0.0); // scaling vec3 position = gl_Vertex.xyz * gl_Normal.xxy; diff --git a/Shaders/tree.vert b/Shaders/tree.vert index 1eae41a5a..a64ae301a 100644 --- a/Shaders/tree.vert +++ b/Shaders/tree.vert @@ -25,7 +25,7 @@ void main(void) // so that trees aren't all oriented N/S float sr = sin(gl_FogCoord + gl_Color.x); float cr = cos(gl_FogCoord + gl_Color.x); - gl_TexCoord[0] = vec4(texFract + 0.5 * season, gl_MultiTexCoord0.y, 0.0, 0.0); + gl_TexCoord[0] = vec4(texFract + 0.5 * float(season), gl_MultiTexCoord0.y, 0.0, 0.0); // scaling vec3 position = gl_Vertex.xyz * gl_Normal.xxy;