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author | JFonS <joan.fonssanchez@gmail.com> | 2019-02-21 12:16:10 +0100 |
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committer | JFonS <joan.fonssanchez@gmail.com> | 2019-02-21 12:16:10 +0100 |
commit | 32e7641667146d5b7cfd2ec625e92a545462def9 (patch) | |
tree | d4a1b7a94feed6e07f4bbd43f70761cbfb7d239d /drivers/gles2/shaders | |
parent | 16934c7411fc7beda7459d0bb8bf5de233d671d1 (diff) |
Revert back to ignoring LIGHT_VEC for 2D shadows
Diffstat (limited to 'drivers/gles2/shaders')
-rw-r--r-- | drivers/gles2/shaders/canvas.glsl | 4 |
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 |