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author | RĂ©mi Verschelde <remi@verschelde.fr> | 2016-09-17 18:34:22 +0200 |
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committer | GitHub <noreply@github.com> | 2016-09-17 18:34:22 +0200 |
commit | 80861b7d59b22010d6e3f4ee90c4bb97631ac20f (patch) | |
tree | 3fc1d3fdef39a5c8a6f0f9c8c25fb12ae8bd3250 /drivers/gles2/shaders/material.glsl | |
parent | c05ff0577fd9cc39a6968e65743f7d7da711bfe2 (diff) | |
parent | 09608876258ffa7d19be1fb887541f3798fa945e (diff) |
Merge pull request #6414 from RandomShaper/improve-shader-shadow
Expose additional light/shadow properties to canvas item shaders
Diffstat (limited to 'drivers/gles2/shaders/material.glsl')
-rw-r--r-- | drivers/gles2/shaders/material.glsl | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/drivers/gles2/shaders/material.glsl b/drivers/gles2/shaders/material.glsl index fd778f3442..477a451f2f 100644 --- a/drivers/gles2/shaders/material.glsl +++ b/drivers/gles2/shaders/material.glsl @@ -1185,7 +1185,7 @@ FRAGMENT_SHADER_CODE vec3 mdiffuse = diffuse.rgb; vec3 light; -#if defined(USE_LIGHT_SHADOW_COLOR) +#if defined(USE_OUTPUT_SHADOW_COLOR) vec3 shadow_color=vec3(0.0,0.0,0.0); #endif @@ -1209,7 +1209,7 @@ LIGHT_SHADER_CODE #endif diffuse.rgb = const_light_mult * ambient_light *diffuse.rgb + light * attenuation * shadow_attenuation; -#if defined(USE_LIGHT_SHADOW_COLOR) +#if defined(USE_OUTPUT_SHADOW_COLOR) diffuse.rgb += light * shadow_color * attenuation * (1.0 - shadow_attenuation); #endif |