diff options
author | Juan Linietsky <reduzio@gmail.com> | 2017-09-27 21:45:13 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2017-09-27 21:45:47 -0300 |
commit | 4f39ce32b9195405f934445b20059e86632b47f9 (patch) | |
tree | de2dbfc3697a33735d56989a02997799bf83b45c /drivers | |
parent | da144fed4c49133a93b3b83cfc665352c0af351a (diff) |
Fixes to light shaders, should work now..
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/gles3/shader_compiler_gles3.cpp | 7 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 4 |
2 files changed, 11 insertions, 0 deletions
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index 9a5b53c84b..b173958664 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -798,6 +798,13 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].renames["SIDE"] = "side"; actions[VS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor"; + //for light + actions[VS::SHADER_SPATIAL].renames["VIEW"] = "view"; + actions[VS::SHADER_SPATIAL].renames["LIGHT_COLOR"] = "light_color"; + actions[VS::SHADER_SPATIAL].renames["ATTENUATION"] = "attenuation"; + actions[VS::SHADER_SPATIAL].renames["DIFFUSE_LIGHT"] = "diffuse_light"; + actions[VS::SHADER_SPATIAL].renames["SPECULAR_LIGHT"] = "specular_light"; + actions[VS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n"; actions[VS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT"; actions[VS::SHADER_SPATIAL].usage_defines["RIM"] = "#define LIGHT_USE_RIM\n"; diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 7692a0932a..b6fb69a2aa 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -894,6 +894,10 @@ void light_compute(vec3 N, vec3 L,vec3 V,vec3 B, vec3 T,vec3 light_color,vec3 at #if defined(USE_LIGHT_SHADER_CODE) //light is written by the light shader + vec3 normal = N; + vec3 albedo = diffuse_color; + vec3 light = L; + vec3 view = V; LIGHT_SHADER_CODE |