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authorclayjohn <claynjohn@gmail.com>2022-11-12 10:51:02 -0800
committerclayjohn <claynjohn@gmail.com>2022-11-12 10:51:02 -0800
commitaaaa4b8d68ed155c3df4a43f7edd4e6f0835daf8 (patch)
tree627990938758660ed8915fa4201831ea6610e550 /servers/rendering/renderer_rd/forward_mobile
parent340fb33e543fb5775e36a7d49d605b4e3a33e5d6 (diff)
Properly set TIME shader uniform when rendering shadows
Diffstat (limited to 'servers/rendering/renderer_rd/forward_mobile')
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
index 898521ca4d..16711b0d5d 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -1269,6 +1269,8 @@ void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedAr
scene_data.lod_distance_multiplier = p_lod_distance_multiplier;
scene_data.dual_paraboloid_side = p_use_dp_flip ? -1 : 1;
scene_data.opaque_prepass_threshold = 0.1;
+ scene_data.time = time;
+ scene_data.time_step = time_step;
RenderDataRD render_data;
render_data.scene_data = &scene_data;