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authorRĂ©mi Verschelde <remi@verschelde.fr>2022-08-31 08:47:03 +0200
committerGitHub <noreply@github.com>2022-08-31 08:47:03 +0200
commitd58a1d65a9e36ea4eeb3e8039da2dda6ffae95c0 (patch)
treed281893d242bfe7f714dc14615f6b6b336a94a76 /servers/rendering/renderer_rd/shaders/light_data_inc.glsl
parent96b470b28ed2e3c7294368506dae95dee0b1f288 (diff)
parent09bedcead445d1f628d628efe6703570b84fe1d1 (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.glsl4
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;