diff options
-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 ); |