From 5f906c2353c4a69189fa89914fc42bc92ede2f2d Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Wed, 15 Jul 2026 23:00:27 +0200 Subject: [PATCH] More shader warnign fixes --- Content/Shaders/VolumetricFog.flax | 4 ++-- Source/Shaders/GI/DDGI.hlsl | 4 ++-- Source/Shaders/VolumetricFog.shader | 2 +- 3 files changed, 5 insertions(+), 5 deletions(-) diff --git a/Content/Shaders/VolumetricFog.flax b/Content/Shaders/VolumetricFog.flax index 776d40192..dc7a7def9 100644 --- a/Content/Shaders/VolumetricFog.flax +++ b/Content/Shaders/VolumetricFog.flax @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:ebfe9b3147ca7b6e4711500c3938ea6973b3414d0be9cd900a36fb39f1624585 -size 13185 +oid sha256:a60b76e8710d8c748529d7ca52786a0103e89649b567b6c9763d0855e75918a9 +size 13199 diff --git a/Source/Shaders/GI/DDGI.hlsl b/Source/Shaders/GI/DDGI.hlsl index df42e0586..9bbe0db53 100644 --- a/Source/Shaders/GI/DDGI.hlsl +++ b/Source/Shaders/GI/DDGI.hlsl @@ -295,7 +295,7 @@ float3 SampleDDGIIrradianceCascade(DDGIData data, Texture2D probes // Loop over the closest probes to accumulate their contributions float4 totalIrradiance = float4(0, 0, 0, 0); float4 totalIrradianceNonDir = float4(0, 0, 0, 0); - float fallbacks = 0; + uint fallbacks = 0; for (uint i = 0; i < 8; i++) { DDGIProbeSample probe = SampleDDGIProbe(data, probesData, probesDistance, worldPosition, worldNormal, cascade, base, i, fallbacks); @@ -377,7 +377,7 @@ float3 SampleDDGISpecularCascade(DDGIData data, Texture2D probesDa // Loop over the closest probes to accumulate their contributions float4 totalRadiance = float4(0, 0, 0, 0); - float fallbacks = 0; + uint fallbacks = 0; for (uint i = 0; i < 8; i++) { DDGIProbeSample probe = SampleDDGIProbe(data, probesData, probesDistance, worldPosition, worldNormal, cascade, base, i, fallbacks); diff --git a/Source/Shaders/VolumetricFog.shader b/Source/Shaders/VolumetricFog.shader index 7d2883e9d..b098174a9 100644 --- a/Source/Shaders/VolumetricFog.shader +++ b/Source/Shaders/VolumetricFog.shader @@ -355,7 +355,7 @@ void CS_FinalIntegration(uint3 DispatchThreadId : SV_DispatchThreadID) float3 scatteringIntegratedOverSlice = (scatteringExtinction.rgb - scatteringExtinction.rgb * transmittance) / max(scatteringExtinction.w, 0.00001f); // Apply distance fade - float distanceFade = Remap(layerIndex, GridSizeInt.z * 0.8f, GridSizeInt.z - 1, 1, 0); + float distanceFade = Remap((float)layerIndex, GridSizeInt.z * 0.8f, (float)GridSizeInt.z - 1, 1, 0); scatteringIntegratedOverSlice *= distanceFade; // Accumulate