build: fix warnings#1505
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WalkthroughShader math adjustments in ISHDR.hlsl: bloom modulation now calls RangeCompress with two parameters, and contrast/shadow computation applies exponent after normalizing hdrColor by avgValue.x. The RangeCompress function signature is updated accordingly within the shader. Changes
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Pull Request Overview
Fix compiler warnings in the ISHDR shader by making type usage explicit and tightening vector operations.
- Replace implicit int-to-float and scalar-to-vector promotions with explicit float literals and swizzles
- Reorder absolute value and division to avoid negative bases in pow and potential warnings
- Update RangeCompress invocation to align with expected parameter types
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🧹 Nitpick comments (1)
package/Shaders/ISHDR.hlsl (1)
109-117: Guard divisions by avgValue.x; reduce divides with rcpAvoid INF/NaNs on dark frames and cut duplicate divides.
Apply:
float2 avgValue = AvgTex.Sample(AvgSampler, input.TexCoord.xy).xy; -hdrColor *= avgValue.y / avgValue.x; +// Clamp denominator and use reciprocal for performance/stability +float invAvgX = rcp(max(1e-3f, avgValue.x)); +hdrColor *= avgValue.y * invAvgX; -hdrColor += DisplayMapping::RangeCompress(max(0.0f, Param.xxx - hdrColor), 0.0f) * bloomColor; +hdrColor += DisplayMapping::RangeCompress(max(0.0f, Param.xxx - hdrColor), 0.0f) * bloomColor; float3 contrastOriginal = lerp(avgValue.x, hdrColor, Cinematic.z); -float3 contrastShadows = pow(abs(hdrColor / avgValue.x), Cinematic.z) * avgValue.x * sign(hdrColor); +float3 contrastShadows = pow(max(abs(hdrColor * invAvgX), 1e-6f), Cinematic.z) * avgValue.x * sign(hdrColor);Optional: if Cinematic.z can be ≤ 0 at runtime, the max(..., 1e-6f) prevents pow(0, non‑positive) issues.
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package/Shaders/ISHDR.hlsl(1 hunks)
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**/*.{cpp,cxx,cc,c,h,hpp,hxx,hlsl,hlsli,fx,fxh,py}
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Files:
package/Shaders/ISHDR.hlsl
🧠 Learnings (2)
📓 Common learnings
Learnt from: alandtse
PR: doodlum/skyrim-community-shaders#0
File: :0-0
Timestamp: 2025-07-05T05:20:45.823Z
Learning: In the skyrim-community-shaders repository, file deletion error handling improvements that replace existence checks and try-catch blocks with std::filesystem::remove error-code-based approaches are considered bug fixes rather than refactoring, as they address inadequate error handling and misleading log messages.
Learnt from: jiayev
PR: doodlum/skyrim-community-shaders#0
File: :0-0
Timestamp: 2025-08-03T18:37:19.690Z
Learning: ISReflectionsRayTracing.hlsl and ISWorldMap.hlsl in the skyrim-community-shaders repository are image-space post-processing shaders that perform color sampling and blending operations that need proper linear color space handling for the linear lighting system. ISReflectionsRayTracing handles screen-space reflections and should use conditional Color::IrradianceToLinear/Gamma conversions similar to ISCompositeLensFlareVolumetricLighting.hlsl. ISWorldMap performs 7x7 color accumulation that should be done in linear space similar to the pattern used in ISSAOComposite.hlsl.
📚 Learning: 2025-08-03T18:37:19.690Z
Learnt from: jiayev
PR: doodlum/skyrim-community-shaders#0
File: :0-0
Timestamp: 2025-08-03T18:37:19.690Z
Learning: ISReflectionsRayTracing.hlsl and ISWorldMap.hlsl in the skyrim-community-shaders repository are image-space post-processing shaders that perform color sampling and blending operations that need proper linear color space handling for the linear lighting system. ISReflectionsRayTracing handles screen-space reflections and should use conditional Color::IrradianceToLinear/Gamma conversions similar to ISCompositeLensFlareVolumetricLighting.hlsl. ISWorldMap performs 7x7 color accumulation that should be done in linear space similar to the pattern used in ISSAOComposite.hlsl.
Applied to files:
package/Shaders/ISHDR.hlsl
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🔇 Additional comments (1)
package/Shaders/ISHDR.hlsl (1)
113-113: Confirm RangeCompress float3 overload and call-sitesConfirm DisplayMapping::RangeCompress provides a float3 (or templated) overload; Common/DisplayMapping.hlsli was not found in the repo (included at package/Shaders/ISHDR.hlsl:66). Repo search found only the 2‑arg call at package/Shaders/ISHDR.hlsl:113 and no remaining single‑arg usages.
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parallax (community-shaders#1636) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * fix cloud shadow setting saving --------- Co-authored-by: zxcvbn <66063766+zndxcvbn@users.noreply.github.com> Co-authored-by: davo0411 <davidkehoe0411@outlook.com> Co-authored-by: doodlum <15017472+doodlum@users.noreply.github.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> Co-authored-by: Alan Tse <alandtse@users.noreply.github.com> Co-authored-by: soda <130315225+soda3000@users.noreply.github.com> Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> Co-authored-by: ThePagi <32794457+ThePagi@users.noreply.github.com> 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