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Fix use of unitialized variables
The second in my quest to make Godot 3.x compile with -Werror on GCC7
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@@ -948,13 +948,13 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
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Vector3 z_vec = transform.basis.get_axis(Vector3::AXIS_Z).normalized();
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//z_vec points agsint the camera, like in default opengl
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float x_min, x_max;
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float y_min, y_max;
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float z_min, z_max;
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float x_min = 0.f, x_max = 0.f;
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float y_min = 0.f, y_max = 0.f;
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float z_min = 0.f, z_max = 0.f;
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float x_min_cam, x_max_cam;
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float y_min_cam, y_max_cam;
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float z_min_cam, z_max_cam;
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float x_min_cam = 0.f, x_max_cam = 0.f;
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float y_min_cam = 0.f, y_max_cam = 0.f;
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float z_min_cam = 0.f, z_max_cam = 0.f;
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float bias_scale = 1.0;
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@@ -1503,7 +1503,7 @@ void VisualServerScene::_render_scene(const Transform p_cam_transform, const Cam
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InstanceLightData *light = static_cast<InstanceLightData *>(ins->base_data);
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float coverage;
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float coverage = 0.f;
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{ //compute coverage
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