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authorRĂ©mi Verschelde <rverschelde@gmail.com>2019-02-12 11:24:27 +0100
committerGitHub <noreply@github.com>2019-02-12 11:24:27 +0100
commit48bc7aedaa5ca19d16fa46132ec5a5a20e062e46 (patch)
treed3e2511bcaad9b2de95d2790b97aecdcd658ad4d /drivers/gles2
parentf12b47b65e975f5aa5426792c86420c5360a09ef (diff)
parent076a342a4eabe334eb54f53a811e7fc8898639f1 (diff)
Merge pull request #25779 from JFonS/fix_25581
Make LIGHT_VEC affect 2D shadows again
Diffstat (limited to 'drivers/gles2')
-rw-r--r--drivers/gles2/shaders/canvas.glsl1
1 files changed, 0 insertions, 1 deletions
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index c4a8c8b990..23cb7a7f31 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -414,7 +414,6 @@ FRAGMENT_SHADER_CODE
color *= light;
#ifdef USE_SHADOWS
- light_vec = light_uv_interp.zw; //for shadows
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