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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2021-06-08 23:20:09 +0200 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-03-04 23:12:18 +0100 |
commit | aea104deb720e22e11d4ead8253c9717eb99db2e (patch) | |
tree | 1737f662d9c6815dd900b0fe58047637020acf0b /servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl | |
parent | 71835906dd3965eac703137bc8e14abcaa630dfd (diff) |
Remove unused `shadow_color` property from Light3D
This shadow color property was no longer effective since the shaders
were optimized to improve occupancy.
Diffstat (limited to 'servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl')
-rw-r--r-- | servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl | 3 |
1 files changed, 1 insertions, 2 deletions
diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl b/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl index 7a0cea421e..347fd13b28 100644 --- a/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl +++ b/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl @@ -382,7 +382,6 @@ void main() { float depth_z = -view_pos.z; vec4 pssm_coord; - vec3 shadow_color = directional_lights.data[i].shadow_color1.rgb; vec3 light_dir = directional_lights.data[i].direction; vec4 v = vec4(view_pos, 1.0); float z_range; @@ -413,7 +412,7 @@ void main() { shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, view_pos.z)); //done with negative values for performance - shadow_attenuation = mix(shadow_color, vec3(1.0), shadow); + shadow_attenuation = mix(vec3(0.0), vec3(1.0), shadow); } total_light += shadow_attenuation * directional_lights.data[i].color * directional_lights.data[i].energy * henyey_greenstein(dot(normalize(view_pos), normalize(directional_lights.data[i].direction)), params.phase_g); |