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authorJuan Linietsky <reduzio@gmail.com>2018-09-29 13:49:34 -0300
committerJuan Linietsky <reduzio@gmail.com>2018-09-29 13:49:34 -0300
commit0de8309b2c38306a2c05f8f239fa423bc1b7899b (patch)
tree15874ca683f7d200ccf3e02d9d8f6298c95a81c6 /drivers/gles2/shaders
parent6cbdeedf57c7383827416da19b6026e3721f2812 (diff)
Many fixes to GLES2 renderer, fixed compilation issues in GLES3 shaders.
Diffstat (limited to 'drivers/gles2/shaders')
-rw-r--r--drivers/gles2/shaders/scene.glsl12
1 files changed, 4 insertions, 8 deletions
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index b27bf0d12b..468804cc5a 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -43,9 +43,9 @@ attribute vec2 uv2_attrib; // attrib:5
#ifdef USE_SKELETON_SOFTWARE
-attribute highp vec4 bone_transform_row_0; // attrib:8
-attribute highp vec4 bone_transform_row_1; // attrib:9
-attribute highp vec4 bone_transform_row_2; // attrib:10
+attribute highp vec4 bone_transform_row_0; // attrib:13
+attribute highp vec4 bone_transform_row_1; // attrib:14
+attribute highp vec4 bone_transform_row_2; // attrib:15
#else
@@ -130,11 +130,6 @@ uniform highp float shadow_dual_paraboloid_render_side;
#if defined(USE_SHADOW) && defined(USE_LIGHTING)
-#ifdef LIGHT_MODE_DIRECTIONAL
-uniform highp sampler2D light_directional_shadow; // texunit:-3
-uniform highp vec4 light_split_offsets;
-#endif
-
uniform highp mat4 light_shadow_matrix;
varying highp vec4 shadow_coord;
@@ -306,6 +301,7 @@ void main() {
vec4(0.0, 0.0, 0.0, 1.0));
world_matrix = world_matrix * transpose(m);
}
+
#endif
vec3 normal = normal_attrib * normal_mult;