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-rw-r--r--src/extras/shaders/es2/light.inc.frag12
1 files changed, 9 insertions, 3 deletions
diff --git a/src/extras/shaders/es2/light.inc.frag b/src/extras/shaders/es2/light.inc.frag
index 074af5799..57a30036f 100644
--- a/src/extras/shaders/es2/light.inc.frag
+++ b/src/extras/shaders/es2/light.inc.frag
@@ -27,7 +27,9 @@ void adsModelNormalMapped(const in FP vec3 vpos, const in FP vec3 vnormal, const
FP vec3 s, ts;
Light light;
- for (int i = 0; i < lightCount; ++i) {
+ for (int i = 0; i < MAX_LIGHTS; ++i) {
+ if (i >= lightCount) // Make brcm happy with the for loop
+ break;
if (i == 0)
light = lights[0];
else if (i == 1)
@@ -94,7 +96,9 @@ void adsModel(const in FP vec3 vpos, const in FP vec3 vnormal, const in FP vec3
FP vec3 s;
Light light;
- for (int i = 0; i < lightCount; ++i) {
+ for (int i = 0; i < MAX_LIGHTS; ++i) {
+ if (i >= lightCount) // Make brcm happy with the for loop
+ break;
if (i == 0)
light = lights[0];
else if (i == 1)
@@ -151,7 +155,9 @@ void adModel(const in FP vec3 vpos, const in FP vec3 vnormal, out FP vec3 diffus
FP vec3 s;
Light light;
- for (int i = 0; i < lightCount; ++i) {
+ for (int i = 0; i < MAX_LIGHTS; ++i) {
+ if (i >= lightCount) // Make brcm happy with the for loop
+ break;
if (i == 0)
light = lights[0];
else if (i == 1)