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authorJFonS <joan.fonssanchez@gmail.com>2019-02-21 12:16:10 +0100
committerJFonS <joan.fonssanchez@gmail.com>2019-02-21 12:16:10 +0100
commit32e7641667146d5b7cfd2ec625e92a545462def9 (patch)
treed4a1b7a94feed6e07f4bbd43f70761cbfb7d239d /drivers/gles2/shaders
parent16934c7411fc7beda7459d0bb8bf5de233d671d1 (diff)
Revert back to ignoring LIGHT_VEC for 2D shadows
Diffstat (limited to 'drivers/gles2/shaders')
-rw-r--r--drivers/gles2/shaders/canvas.glsl4
1 files changed, 4 insertions, 0 deletions
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index 643b6a5cc9..e74c7d7166 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -440,6 +440,10 @@ FRAGMENT_SHADER_CODE
color *= light;
#ifdef USE_SHADOWS
+ // Reset light_vec to compute shadows, the shadow map is created from the light origin, so it only
+ // makes sense to compute shadows from there.
+ light_vec = light_uv_interp.zw;
+
float angle_to_light = -atan(light_vec.x, light_vec.y);
float PI = 3.14159265358979323846264;
/*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays