summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorclayjohn <claynjohn@gmail.com>2023-01-16 13:05:52 -0800
committerclayjohn <claynjohn@gmail.com>2023-01-16 13:05:52 -0800
commit8b3db6e9cee2cf602540476b4d2d3cd5094a4ce8 (patch)
treeb8d70583532bae1c06ec5749e1c6d1845674031d
parent629796c333bcc46f2aeb4399c1a5786d6b013289 (diff)
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