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authorArnaud PEZEL <arnaud@apyx.fr>2017-12-14 14:38:52 +0100
committerArnaud PEZEL <arnaud@apyx.fr>2017-12-14 14:58:13 +0100
commit6f114c50a7e74a68630525e3a061e88d2c152580 (patch)
tree1bff4dc0bdfcc178f966bfa31adce287ff30b1c7
parentf3ad14224e27f2a25196575e3c43ebc792c90894 (diff)
Fixes built-In "LIGHT" causing fragment compilation error
Add a rename for shader LIGHT built-in, Fix bug #14537
-rw-r--r--drivers/gles3/shader_compiler_gles3.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp
index 21102e8c25..101978548d 100644
--- a/drivers/gles3/shader_compiler_gles3.cpp
+++ b/drivers/gles3/shader_compiler_gles3.cpp
@@ -812,6 +812,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
//for light
actions[VS::SHADER_SPATIAL].renames["VIEW"] = "view";
actions[VS::SHADER_SPATIAL].renames["LIGHT_COLOR"] = "light_color";
+ actions[VS::SHADER_SPATIAL].renames["LIGHT"] = "light";
actions[VS::SHADER_SPATIAL].renames["ATTENUATION"] = "attenuation";
actions[VS::SHADER_SPATIAL].renames["DIFFUSE_LIGHT"] = "diffuse_light";
actions[VS::SHADER_SPATIAL].renames["SPECULAR_LIGHT"] = "specular_light";