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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2019-02-12 11:24:27 +0100 |
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committer | GitHub <noreply@github.com> | 2019-02-12 11:24:27 +0100 |
commit | 48bc7aedaa5ca19d16fa46132ec5a5a20e062e46 (patch) | |
tree | d3e2511bcaad9b2de95d2790b97aecdcd658ad4d /drivers/gles2 | |
parent | f12b47b65e975f5aa5426792c86420c5360a09ef (diff) | |
parent | 076a342a4eabe334eb54f53a811e7fc8898639f1 (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.glsl | 1 |
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 |