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Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index f47fcfcd9b..b972c6a877 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -166,7 +166,7 @@ void RasterizerSceneGLES3::shadow_atlas_set_quadrant_subdivision(RID p_atlas,int
subdiv<<=1;
}
- subdiv=int(Math::sqrt(subdiv));
+ subdiv=int(Math::sqrt((float)subdiv));
//obtain the number that will be x*x
@@ -568,7 +568,7 @@ void RasterizerSceneGLES3::reflection_atlas_set_subdivision(RID p_ref_atlas,int
subdiv<<=1;
}
- subdiv=int(Math::sqrt(subdiv));
+ subdiv=int(Math::sqrt((float)subdiv));
if (reflection_atlas->subdiv==subdiv)
return;
@@ -4567,7 +4567,7 @@ static _FORCE_INLINE_ Vector3 ImportanceSampleGGX(Vector2 Xi, float Roughness, V
// Compute distribution direction
float Phi = 2.0f * Math_PI * Xi.x;
- float CosTheta = Math::sqrt((1.0f - Xi.y) / (1.0f + (a*a - 1.0f) * Xi.y));
+ float CosTheta = Math::sqrt((float)(1.0f - Xi.y) / (1.0f + (a*a - 1.0f) * Xi.y));
float SinTheta = Math::sqrt((float)Math::abs(1.0f - CosTheta * CosTheta));
// Convert to spherical direction
@@ -4615,7 +4615,7 @@ void RasterizerSceneGLES3::_generate_brdf() {
float NoV = float(i+1)/(brdf_size); //avoid storing nov0
Vector3 V;
- V.x = Math::sqrt( 1.0 - NoV * NoV );
+ V.x = Math::sqrt( 1.0f - NoV * NoV );
V.y = 0.0;
V.z = NoV;