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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-06-10 12:47:06 +0200 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-08-07 11:06:32 +0200 |
commit | baaa7503c7e0c83c94edf651ac31f03e0ceddac0 (patch) | |
tree | 9a7373cb1f942c4308454e01eacea67b56f0336d /drivers/gles3/shaders | |
parent | f85a81696569108c8b4e5cd2f747f3e9c2699b1f (diff) |
Add a shadow opacity property to Light3D
This can be used to make shadows translucent for a specific light.
The light distance fade system also uses this to smoothly fade the shadow
when the light fade transition distance is greater than 0.
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 4081d73ab0..2550b3a8a1 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -495,7 +495,7 @@ struct LightData { //this structure needs to be as packed as possible mediump float cone_attenuation; mediump float cone_angle; mediump float specular_amount; - bool shadow_enabled; + mediump float shadow_opacity; }; #ifndef DISABLE_LIGHT_OMNI layout(std140) uniform OmniLightData { // ubo:5 |