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author | RĂ©mi Verschelde <remi@verschelde.fr> | 2022-08-31 08:47:03 +0200 |
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committer | GitHub <noreply@github.com> | 2022-08-31 08:47:03 +0200 |
commit | d58a1d65a9e36ea4eeb3e8039da2dda6ffae95c0 (patch) | |
tree | d281893d242bfe7f714dc14615f6b6b336a94a76 /servers/rendering/renderer_rd/shaders/light_data_inc.glsl | |
parent | 96b470b28ed2e3c7294368506dae95dee0b1f288 (diff) | |
parent | 09bedcead445d1f628d628efe6703570b84fe1d1 (diff) |
Merge pull request #63413 from Calinou/volumetric-fog-add-per-light-energy-2
Add a per-light volumetric fog energy property
Diffstat (limited to 'servers/rendering/renderer_rd/shaders/light_data_inc.glsl')
-rw-r--r-- | servers/rendering/renderer_rd/shaders/light_data_inc.glsl | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl index 799f7087b6..a7fca25a6b 100644 --- a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl @@ -25,7 +25,7 @@ struct LightData { //this structure needs to be as packed as possible highp float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle highp float soft_shadow_scale; // scales the shadow kernel for blurrier shadows uint mask; - mediump float shadow_volumetric_fog_fade; + mediump float volumetric_fog_energy; uint bake_mode; highp vec4 projector_rect; //projector rect in srgb decal atlas }; @@ -65,7 +65,7 @@ struct DirectionalLightData { highp float fade_to; uvec2 pad; uint bake_mode; - mediump float shadow_volumetric_fog_fade; + mediump float volumetric_fog_energy; highp vec4 shadow_bias; highp vec4 shadow_normal_bias; highp vec4 shadow_transmittance_bias; |