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authorJuan Linietsky <reduzio@gmail.com>2017-06-14 21:16:09 -0300
committerGitHub <noreply@github.com>2017-06-14 21:16:09 -0300
commitf8bd4884570fafc36bbad82ec662d27276d1c7a5 (patch)
tree4d952e814b84bbdb6520d7e2ce9dcdfd275f8eea /drivers/gles3/shaders
parentdc6642bc13a511a93e358bb25391131bd7e19e45 (diff)
parent93ffd9023f0f685c7e0910397efa0a9b59326a81 (diff)
Merge pull request #9109 from RandomShaper/optimize-2d-lighting
Add AT_LIGHT_PASS builtin to canvas shaders
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r--drivers/gles3/shaders/canvas.glsl6
1 files changed, 6 insertions, 0 deletions
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index d6850b535e..de4dbf6e6f 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -59,6 +59,9 @@ out vec4 local_rot;
out highp vec2 pos;
#endif
+const bool at_light_pass = true;
+#else
+const bool at_light_pass = false;
#endif
@@ -191,6 +194,9 @@ in highp vec2 pos;
#endif
+const bool at_light_pass = true;
+#else
+const bool at_light_pass = false;
#endif
uniform mediump vec4 final_modulate;