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authorRĂ©mi Verschelde <remi@verschelde.fr>2023-01-16 22:30:54 +0100
committerGitHub <noreply@github.com>2023-01-16 22:30:54 +0100
commit0ddd9c3e8f9088fa139e25b2903289d727073e12 (patch)
tree41ad476d0913ce45820612e8fab08fee4a4e0a2a
parentecfd57026e9939b6cd8197eaf06c945317f5359f (diff)
parent8b3db6e9cee2cf602540476b4d2d3cd5094a4ce8 (diff)
Merge pull request #71526 from clayjohn/RD-sun-scatter
Properly initialize directional_light_count in RD sky shaders
-rw-r--r--servers/rendering/renderer_rd/environment/sky.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/environment/sky.cpp b/servers/rendering/renderer_rd/environment/sky.cpp
index 863e8d6c15..7e02f98ce9 100644
--- a/servers/rendering/renderer_rd/environment/sky.cpp
+++ b/servers/rendering/renderer_rd/environment/sky.cpp
@@ -1085,8 +1085,8 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con
sky->reflection.dirty = true;
}
+ sky_scene_state.ubo.directional_light_count = 0;
if (shader_data->uses_light) {
- sky_scene_state.ubo.directional_light_count = 0;
// Run through the list of lights in the scene and pick out the Directional Lights.
// This can't be done in RenderSceneRenderRD::_setup lights because that needs to be called
// after the depth prepass, but this runs before the depth prepass