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author | JFonS <joan.fonssanchez@gmail.com> | 2019-02-10 21:14:32 +0100 |
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committer | JFonS <joan.fonssanchez@gmail.com> | 2019-02-10 21:14:32 +0100 |
commit | 076a342a4eabe334eb54f53a811e7fc8898639f1 (patch) | |
tree | 814754fafd771f99ff35fe7e53dac2ede4915b3a /drivers/gles3 | |
parent | 1fe2e715cb10e3323cf37a050542af9f5d4db37e (diff) |
Make LIGHT_VEC affect 2D shadows again
Diffstat (limited to 'drivers/gles3')
-rw-r--r-- | drivers/gles3/shaders/canvas.glsl | 1 |
1 files changed, 0 insertions, 1 deletions
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index 974eff86f3..90775c841f 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -549,7 +549,6 @@ 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 |