From 8257d0a981ac41e2acc3e799735c181bf958dca9 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Wed, 15 Jul 2026 14:11:36 +0200 Subject: [PATCH] Fix shader warnings --- Content/Shaders/Editor/QuadOverdraw.flax | 4 ++-- Content/Shaders/Shadows.flax | 4 ++-- Source/Shaders/Editor/QuadOverdraw.shader | 2 +- Source/Shaders/Shadows.shader | 2 +- 4 files changed, 6 insertions(+), 6 deletions(-) diff --git a/Content/Shaders/Editor/QuadOverdraw.flax b/Content/Shaders/Editor/QuadOverdraw.flax index 385453217..173894ef9 100644 --- a/Content/Shaders/Editor/QuadOverdraw.flax +++ b/Content/Shaders/Editor/QuadOverdraw.flax @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f550ad83652e9669142a1e973a4cc748c377c135a8c19244f0c8fece1a04b4c3 -size 1404 +oid sha256:f65ed058e9ffa42d508460bb0a41a1d78b43f3b3b986e84550c388164d4da02b +size 1413 diff --git a/Content/Shaders/Shadows.flax b/Content/Shaders/Shadows.flax index b0a28ed33..3bf6ae879 100644 --- a/Content/Shaders/Shadows.flax +++ b/Content/Shaders/Shadows.flax @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f6b6b3fb839feff3242d9cb4adf1e50d6f623624c228e9d80e3546e9abd11520 -size 7879 +oid sha256:4f3fe215de1a24586b749ab2b68b53195fa96831d2af4a2c2c90539a6eaa28ce +size 7886 diff --git a/Source/Shaders/Editor/QuadOverdraw.shader b/Source/Shaders/Editor/QuadOverdraw.shader index 918d3425a..3f64228e4 100644 --- a/Source/Shaders/Editor/QuadOverdraw.shader +++ b/Source/Shaders/Editor/QuadOverdraw.shader @@ -28,7 +28,7 @@ float4 ToColour(uint v) META_PS(true, FEATURE_LEVEL_ES2) float4 PS(float4 svPos : SV_POSITION) : SV_Target { - uint2 quad = svPos.xy * 0.5; + uint2 quad = (uint2)(svPos.xy * 0.5); uint overdraw = overdrawSRV[quad]; return ToColour(overdraw); } diff --git a/Source/Shaders/Shadows.shader b/Source/Shaders/Shadows.shader index c7f3e6741..97d293604 100644 --- a/Source/Shaders/Shadows.shader +++ b/Source/Shaders/Shadows.shader @@ -53,7 +53,7 @@ float RayCastScreenSpaceShadow(GBufferData gBufferData, GBufferSample gBuffer, f float3 raySize = rayEnd - rayStart; float2 rayStepDst = abs(raySize).xy * depthSize; float rayStepDstMin = min(rayStepDst.x, rayStepDst.y); - float3 rayStepMin = raySize / max(min(maxSteps, rayStepDstMin), 1); + float3 rayStepMin = raySize / max(min((float)maxSteps, rayStepDstMin), 1); float3 rayStep = raySize / maxSteps; float3 ray = rayStart + rayStepMin * (dither * 2 + 1.0f);