diff options
author | Yuri Roubinsky <chaosus89@gmail.com> | 2021-01-09 22:45:03 +0300 |
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committer | Yuri Roubinsky <chaosus89@gmail.com> | 2021-01-09 23:22:59 +0300 |
commit | fdfddbdc3c35f7c9a6c45e2e81d15fd9f55739ef (patch) | |
tree | ed95ce22dbc1ea5231ca77a1e5f72acf3990bb6c /servers/rendering/renderer_rd/shaders | |
parent | 98ccaa1bad97bdb83b2afd6a4df6f7a392745592 (diff) |
Fix LIGHT compilation for canvas shader
Diffstat (limited to 'servers/rendering/renderer_rd/shaders')
-rw-r--r-- | servers/rendering/renderer_rd/shaders/canvas.glsl | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl index 9c4e95a7c2..3b39edc70e 100644 --- a/servers/rendering/renderer_rd/shaders/canvas.glsl +++ b/servers/rendering/renderer_rd/shaders/canvas.glsl @@ -396,7 +396,7 @@ vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv vec4 shadow_color = unpackUnorm4x8(light_array.data[light_base].shadow_color); #ifdef LIGHT_SHADER_CODE_USED - shadow_color *= shadow_modulate; + shadow_color.rgb *= shadow_modulate; #endif shadow_color.a *= light_color.a; //respect light alpha @@ -546,7 +546,7 @@ FRAGMENT_SHADER_CODE #ifdef LIGHT_SHADER_CODE_USED vec4 shadow_modulate = vec4(1.0); - light_color = light_compute(light_vertex, direction, normal, light_color, light_color.a, specular_shininess, shadow_modulate, screen_uv, color, uv, true); + light_color = light_compute(light_vertex, vec3(direction, light_array.data[light_base].height), normal, light_color, light_color.a, specular_shininess, shadow_modulate, screen_uv, uv, color, true); #else if (normal_used) { @@ -563,7 +563,7 @@ FRAGMENT_SHADER_CODE light_color = light_shadow_compute(light_base, light_color, shadow_uv #ifdef LIGHT_SHADER_CODE_USED , - shadow_modulate + shadow_modulate.rgb #endif ); } @@ -605,7 +605,7 @@ FRAGMENT_SHADER_CODE vec3 light_position = vec3(light_array.data[light_base].position, light_array.data[light_base].height); light_color.rgb *= light_base_color.rgb; - light_color = light_compute(light_vertex, light_position, normal, light_color, light_base_color.a, specular_shininess, shadow_modulate, screen_uv, color, uv, false); + light_color = light_compute(light_vertex, light_position, normal, light_color, light_base_color.a, specular_shininess, shadow_modulate, screen_uv, uv, color, false); #else light_color.rgb *= light_base_color.rgb * light_base_color.a; @@ -659,7 +659,7 @@ FRAGMENT_SHADER_CODE light_color = light_shadow_compute(light_base, light_color, shadow_uv #ifdef LIGHT_SHADER_CODE_USED , - shadow_modulate + shadow_modulate.rgb #endif ); } |