summaryrefslogtreecommitdiff
path: root/drivers/gles3/shaders
diff options
context:
space:
mode:
authorPouleyKetchoupp <pouleyketchoup@gmail.com>2019-11-29 06:21:17 +0100
committerPouleyKetchoupp <pouleyketchoup@gmail.com>2019-11-29 06:21:17 +0100
commit299b85c46fa732c06fc8ac0b6d193a6ddc5eb6e6 (patch)
treec315b3e15185c6c914d20004d84a531d3e1ddae8 /drivers/gles3/shaders
parent7735af7e768e16efb4b3b6de1c72c3dfb50c9412 (diff)
Disable shadow map sampling when shadows are not used in GLES3
Fixes #20742
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r--drivers/gles3/shaders/scene.glsl4
1 files changed, 4 insertions, 0 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index e1b0e9f595..088fa12592 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -1256,6 +1256,7 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi
vec3 light_attenuation = vec3(omni_attenuation);
#if !defined(SHADOWS_DISABLED)
+#ifdef USE_SHADOW
if (omni_lights[idx].light_params.w > 0.5) {
// there is a shadowmap
@@ -1300,6 +1301,7 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi
#endif
light_attenuation *= mix(omni_lights[idx].shadow_color_contact.rgb, vec3(1.0), shadow);
}
+#endif //USE_SHADOW
#endif //SHADOWS_DISABLED
light_compute(normal, normalize(light_rel_vec), eye_vec, binormal, tangent, omni_lights[idx].light_color_energy.rgb, light_attenuation, albedo, transmission, omni_lights[idx].light_params.z * p_blob_intensity, roughness, metallic, specular, rim * omni_attenuation, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light, alpha);
}
@@ -1318,6 +1320,7 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi
vec3 light_attenuation = vec3(spot_attenuation);
#if !defined(SHADOWS_DISABLED)
+#ifdef USE_SHADOW
if (spot_lights[idx].light_params.w > 0.5) {
//there is a shadowmap
highp vec4 splane = (spot_lights[idx].shadow_matrix * vec4(vertex, 1.0));
@@ -1334,6 +1337,7 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi
#endif
light_attenuation *= mix(spot_lights[idx].shadow_color_contact.rgb, vec3(1.0), shadow);
}
+#endif //USE_SHADOW
#endif //SHADOWS_DISABLED
light_compute(normal, normalize(light_rel_vec), eye_vec, binormal, tangent, spot_lights[idx].light_color_energy.rgb, light_attenuation, albedo, transmission, spot_lights[idx].light_params.z * p_blob_intensity, roughness, metallic, specular, rim * spot_attenuation, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light, alpha);