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authorkarroffel <therzog@mail.de>2018-02-07 11:56:52 +0100
committerkarroffel <therzog@mail.de>2018-02-07 11:56:52 +0100
commitbb655856e2e8a4805d647369b5416afbc546949b (patch)
treed774887257fe584a4e2413bfff4096583c9da953 /platform/android/thread_jandroid.h
parentcbdd410a6f476503ee4bc27ac2f475a73960236d (diff)
using TIME in light shader enables uses_fragment_time
The GLES3 shader compiler performs certain checks to enable or disable the usage of certain uniform variables (and with that the set-up of UBOs). If the `TIME` variable gets used inside the `vertex` function then the renderer knows that it has to insert that value into the UBO. The same applies to the `fragment` function. The `light` function gets executed inside the fragment shader for every light source that is relevant to the current pixel. If the `TIME` variable gets used in that function then it needs to be present in the fragment-UBO. The check for this was missing, so if a shader uses `TIME` inside `light` but not inside `fragment` then the uniform will not actually be set up.
Diffstat (limited to 'platform/android/thread_jandroid.h')
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