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author | Rémi Verschelde <rverschelde@gmail.com> | 2018-12-20 10:33:48 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2018-12-20 10:33:48 +0100 |
commit | b3f6e54cc61086fc3a3d2af170a86ea6a6eebf73 (patch) | |
tree | 5cd356db56dbbb133c55c141f0ffe64fd3e97203 /drivers | |
parent | 1a2fc40f86b7b39f443dd7bf64b9d765d9851152 (diff) |
Style: Fix formatting in GLES2 shaders
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/gles2/shaders/canvas.glsl | 2 | ||||
-rw-r--r-- | drivers/gles2/shaders/scene.glsl | 1 |
2 files changed, 0 insertions, 3 deletions
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl index 87a615ade1..8d32627bf2 100644 --- a/drivers/gles2/shaders/canvas.glsl +++ b/drivers/gles2/shaders/canvas.glsl @@ -73,8 +73,6 @@ void main() { vec4 outvec = vec4(vertex.xy, 0.0, 1.0); uv_interp = uv_attrib; - - #endif { diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index 8ccaeda0ce..32721c892b 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -1091,7 +1091,6 @@ void light_compute( inout vec3 diffuse_light, inout vec3 specular_light) { - //this makes lights behave closer to linear, but then addition of lights looks bad //better left disabled |