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authorRĂ©mi Verschelde <remi@verschelde.fr>2021-11-13 23:26:02 +0100
committerGitHub <noreply@github.com>2021-11-13 23:26:02 +0100
commited300d7be536b1ec325ba77521eceee73dd0e5fb (patch)
treedc165478d28239062d927c436462333b2f4e3696
parent3e214a88380dab46a77d48863b7a6f1bc37e2885 (diff)
parentdf3b42411daafb4c9ba2e0d487b31a2cf8d73325 (diff)
Merge pull request #54947 from Chaosus/fix_mobile_renderer
Fix broken light_compute in mobile renderer
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl7
1 files changed, 2 insertions, 5 deletions
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
index e2fec87d2a..cfafde493b 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -1345,7 +1345,7 @@ void main() {
#endif
blur_shadow(shadow);
- light_compute(normal, directional_lights.data[i].direction, normalize(view), 0.0, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0,
+ light_compute(normal, directional_lights.data[i].direction, normalize(view), 0.0, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0, albedo, alpha,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -1358,7 +1358,7 @@ void main() {
#endif
*/
#ifdef LIGHT_RIM_USED
- rim, rim_tint, albedo,
+ rim, rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
clearcoat, clearcoat_gloss,
@@ -1369,9 +1369,6 @@ void main() {
#ifdef USE_SOFT_SHADOW
directional_lights.data[i].size,
#endif
-#ifdef USE_SHADOW_TO_OPACITY
- alpha,
-#endif
diffuse_light,
specular_light);
}