diff options
author | Tim Blechmann <tim@klingt.org> | 2016-09-25 14:18:37 +0800 |
---|---|---|
committer | Tim Blechmann <tim@klingt.org> | 2016-10-04 04:08:48 +0000 |
commit | e6103652f4664e448383fbbafb9d47dfedca4227 (patch) | |
tree | 72838e07f7b9fbc4fddae152f042b17ec1485729 | |
parent | 7e638edbd15640302516f9a69d20f62d26d4af06 (diff) |
Fix initialization of loop variables in lighting shaders
The variables have to be declared in the for loop to be compliant with
OpenGL ES 2.0. The OpenGL 3 shader is cleaned up as well, to keep the
code similar.
Change-Id: I9127e9e536e4ec9036e078aaf99955113e81878f
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@theqtcompany.com>
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
-rw-r--r-- | src/extras/shaders/es2/light.inc.frag | 9 | ||||
-rw-r--r-- | src/extras/shaders/gl3/gooch.frag | 3 |
2 files changed, 4 insertions, 8 deletions
diff --git a/src/extras/shaders/es2/light.inc.frag b/src/extras/shaders/es2/light.inc.frag index 42a25003d..02660f008 100644 --- a/src/extras/shaders/es2/light.inc.frag +++ b/src/extras/shaders/es2/light.inc.frag @@ -25,9 +25,8 @@ void adsModelNormalMapped(const in FP vec3 vpos, const in FP vec3 vnormal, const FP vec3 n = normalize( vnormal ); - int i; FP vec3 s, ts; - for (i = 0; i < lightCount; ++i) { + for (int i = 0; i < lightCount; ++i) { FP float att = 1.0; if ( lights[i].type != TYPE_DIRECTIONAL ) { s = lights[i].position - vpos; @@ -75,9 +74,8 @@ void adsModel(const in FP vec3 vpos, const in FP vec3 vnormal, const in FP vec3 FP vec3 n = normalize( vnormal ); - int i; FP vec3 s; - for (i = 0; i < lightCount; ++i) { + for (int i = 0; i < lightCount; ++i) { FP float att = 1.0; if ( lights[i].type != TYPE_DIRECTIONAL ) { s = lights[i].position - vpos; @@ -115,9 +113,8 @@ void adModel(const in FP vec3 vpos, const in FP vec3 vnormal, out FP vec3 diffus FP vec3 n = normalize( vnormal ); - int i; FP vec3 s; - for (i = 0; i < lightCount; ++i) { + for (int i = 0; i < lightCount; ++i) { FP float att = 1.0; if ( lights[i].type != TYPE_DIRECTIONAL ) { s = lights[i].position - vpos; diff --git a/src/extras/shaders/gl3/gooch.frag b/src/extras/shaders/gl3/gooch.frag index 1beab1c01..168a862f8 100644 --- a/src/extras/shaders/gl3/gooch.frag +++ b/src/extras/shaders/gl3/gooch.frag @@ -28,8 +28,7 @@ vec3 goochModel( const in vec3 pos, const in vec3 n ) vec3 kwarm = clamp(kyellow + beta * kd, 0.0, 1.0); vec3 result = vec3(0.0); - int i; - for (i = 0; i < lightCount; ++i) { + for (int i = 0; i < lightCount; ++i) { // Calculate the vector from the light to the fragment vec3 s = normalize( vec3( lights[i].position ) - pos ); |