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author | Juan Linietsky <reduzio@gmail.com> | 2017-06-14 21:16:09 -0300 |
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committer | GitHub <noreply@github.com> | 2017-06-14 21:16:09 -0300 |
commit | f8bd4884570fafc36bbad82ec662d27276d1c7a5 (patch) | |
tree | 4d952e814b84bbdb6520d7e2ce9dcdfd275f8eea /drivers/gles3/shaders | |
parent | dc6642bc13a511a93e358bb25391131bd7e19e45 (diff) | |
parent | 93ffd9023f0f685c7e0910397efa0a9b59326a81 (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.glsl | 6 |
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; |