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author | Arnaud PEZEL <arnaud@apyx.fr> | 2017-12-14 14:38:52 +0100 |
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committer | Arnaud PEZEL <arnaud@apyx.fr> | 2017-12-14 14:58:13 +0100 |
commit | 6f114c50a7e74a68630525e3a061e88d2c152580 (patch) | |
tree | 1bff4dc0bdfcc178f966bfa31adce287ff30b1c7 | |
parent | f3ad14224e27f2a25196575e3c43ebc792c90894 (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.cpp | 1 |
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"; |