Fix minor shader compilation warnings
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@@ -299,18 +299,18 @@ half3x3 CalcTangentToLocal(ModelInput input)
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float3 normal = input.Normal.xyz * 2.0 - 1.0;
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float3 tangent = input.Tangent.xyz * 2.0 - 1.0;
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float3 bitangent = cross(normal, tangent) * bitangentSign;
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return float3x3(tangent, bitangent, normal);
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return (half3x3)float3x3(tangent, bitangent, normal);
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}
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half3x3 CalcTangentToWorld(in float4x4 world, in half3x3 tangentToLocal)
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{
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half3x3 localToWorld = RemoveScaleFromLocalToWorld((float3x3)world);
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half3x3 localToWorld = (half3x3)RemoveScaleFromLocalToWorld((float3x3)world);
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return mul(tangentToLocal, localToWorld);
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}
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float3 GetParticlePosition(uint ParticleIndex)
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float3 GetParticlePosition(uint particleIndex)
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{
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return TransformParticlePosition(GetParticleVec3(ParticleIndex, PositionOffset));
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return TransformParticlePosition(GetParticleVec3(particleIndex, PositionOffset));
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}
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// Vertex Shader function for Sprite Rendering
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@@ -405,7 +405,7 @@ VertexOutput VS_Sprite(SpriteInput input, uint particleIndex : SV_InstanceID)
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output.InstanceParams = PerInstanceRandom;
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// Calculate tanget space to world space transformation matrix for unit vectors
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half3x3 tangentToLocal = float3x3(axisX, axisY, axisZ);
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half3x3 tangentToLocal = half3x3(axisX, axisY, axisZ);
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half3x3 tangentToWorld = CalcTangentToWorld(world, tangentToLocal);
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output.TBN = tangentToWorld;
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@@ -610,7 +610,7 @@ VertexOutput VS_Ribbon(RibbonInput input, uint vertexIndex : SV_VertexID)
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{
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output.TexCoord.x = (float)input.Order / (float)RibbonSegmentCount;
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}
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output.TexCoord.y = (vertexIndex + 1) & 0x1;
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output.TexCoord.y = (float)((vertexIndex + 1) & 0x1);
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output.TexCoord = output.TexCoord * RibbonUVScale + RibbonUVOffset;
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// Compute world space vertex position
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@@ -629,7 +629,7 @@ VertexOutput VS_Ribbon(RibbonInput input, uint vertexIndex : SV_VertexID)
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output.InstanceParams = PerInstanceRandom;
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// Calculate tanget space to world space transformation matrix for unit vectors
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half3x3 tangentToLocal = float3x3(tangentRight, tangentUp, cross(tangentRight, tangentUp));
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half3x3 tangentToLocal = half3x3(tangentRight, tangentUp, cross(tangentRight, tangentUp));
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half3x3 tangentToWorld = CalcTangentToWorld(world, tangentToLocal);
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output.TBN = tangentToWorld;
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