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author | Jean-François Michaud <jfmichaud31@gmail.com> | 2018-10-03 12:46:39 -0400 |
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committer | Jean-François Michaud <jfmichaud31@gmail.com> | 2018-10-03 13:42:17 -0400 |
commit | 700d5d26c9cef6183c72a2ac3b5ac4e5d6f9e3f5 (patch) | |
tree | 311090381ffc941797630fd28f2000911d5b8410 /drivers/gles2/shaders | |
parent | 344a453bb8905f7c6f8f05d54469955eed9b2818 (diff) |
Fix #22591: shader failed to compile when shadow enabled because of incompatible assignment of vec3 to a vec4.
Diffstat (limited to 'drivers/gles2/shaders')
-rw-r--r-- | drivers/gles2/shaders/scene.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index b9e2806ac3..fae010b003 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -1630,7 +1630,7 @@ FRAGMENT_SHADER_CODE highp vec4 splane = shadow_coord; float shadow_len = length(splane.xyz); - splane = normalize(splane.xyz); + splane.xyz = normalize(splane.xyz); vec4 clamp_rect = light_clamp; |