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Build: Fixed some warnings
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@ -252,7 +252,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
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// TODO: Be stable against division by zero!
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// TODO: I think this might be wrong... we should only use one component here
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dest[i] = float24::FromFloat32(1.0 / src1[i].ToFloat32());
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dest[i] = float24::FromFloat32(1.0f / src1[i].ToFloat32());
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}
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break;
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@ -267,7 +267,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
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// TODO: Be stable against division by zero!
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// TODO: I think this might be wrong... we should only use one component here
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dest[i] = float24::FromFloat32(1.0 / sqrt(src1[i].ToFloat32()));
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dest[i] = float24::FromFloat32(1.0f / sqrt(src1[i].ToFloat32()));
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}
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break;
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