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authorRĂ©mi Verschelde <rverschelde@gmail.com>2017-12-15 16:55:55 +0100
committerGitHub <noreply@github.com>2017-12-15 16:55:55 +0100
commit72d5ae84b30c805692e132e2103e14e6cc304e34 (patch)
treed47327d785467f0f65df745fa20cec0f61e7b82a
parent68cf66cb56f12594abbec36dabc93ceba6bba961 (diff)
parent6f114c50a7e74a68630525e3a061e88d2c152580 (diff)
Merge pull request #14656 from apezel/master
Fixes built-In "LIGHT" causing fragment compilation error
-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";