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-rw-r--r--servers/visual/shader_language.cpp2
-rw-r--r--servers/visual/visual_server_scene.cpp14
2 files changed, 8 insertions, 8 deletions
diff --git a/servers/visual/shader_language.cpp b/servers/visual/shader_language.cpp
index 09f8a3775e..c7b537c8ea 100644
--- a/servers/visual/shader_language.cpp
+++ b/servers/visual/shader_language.cpp
@@ -2586,7 +2586,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
}
bool index_valid = false;
- DataType member_type;
+ DataType member_type = TYPE_VOID;
switch (expr->get_datatype()) {
case TYPE_BVEC2:
diff --git a/servers/visual/visual_server_scene.cpp b/servers/visual/visual_server_scene.cpp
index 61ebc6e6de..0d70b7fc0e 100644
--- a/servers/visual/visual_server_scene.cpp
+++ b/servers/visual/visual_server_scene.cpp
@@ -948,13 +948,13 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
Vector3 z_vec = transform.basis.get_axis(Vector3::AXIS_Z).normalized();
//z_vec points agsint the camera, like in default opengl
- float x_min, x_max;
- float y_min, y_max;
- float z_min, z_max;
+ float x_min = 0.f, x_max = 0.f;
+ float y_min = 0.f, y_max = 0.f;
+ float z_min = 0.f, z_max = 0.f;
- float x_min_cam, x_max_cam;
- float y_min_cam, y_max_cam;
- float z_min_cam, z_max_cam;
+ float x_min_cam = 0.f, x_max_cam = 0.f;
+ float y_min_cam = 0.f, y_max_cam = 0.f;
+ float z_min_cam = 0.f, z_max_cam = 0.f;
float bias_scale = 1.0;
@@ -1503,7 +1503,7 @@ void VisualServerScene::_render_scene(const Transform p_cam_transform, const Cam
InstanceLightData *light = static_cast<InstanceLightData *>(ins->base_data);
- float coverage;
+ float coverage = 0.f;
{ //compute coverage