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-rw-r--r--drivers/gles2/shaders/scene.glsl2
-rw-r--r--scene/3d/baked_lightmap.cpp2
2 files changed, 2 insertions, 2 deletions
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index b9e2806ac3..fae010b003 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -1630,7 +1630,7 @@ FRAGMENT_SHADER_CODE
highp vec4 splane = shadow_coord;
float shadow_len = length(splane.xyz);
- splane = normalize(splane.xyz);
+ splane.xyz = normalize(splane.xyz);
vec4 clamp_rect = light_clamp;
diff --git a/scene/3d/baked_lightmap.cpp b/scene/3d/baked_lightmap.cpp
index c58e318651..8f3fe8577e 100644
--- a/scene/3d/baked_lightmap.cpp
+++ b/scene/3d/baked_lightmap.cpp
@@ -365,7 +365,7 @@ BakedLightmap::BakeError BakedLightmap::bake(Node *p_from_node, bool p_create_vi
{
bake_bounds = AABB(-extents, extents * 2.0);
int subdiv = nearest_power_of_2_templated(int(bake_bounds.get_longest_axis_size() / bake_cell_size));
- bake_bounds.size[bake_bounds.get_longest_axis_size()] = subdiv * bake_cell_size;
+ bake_bounds.size[bake_bounds.get_longest_axis_index()] = subdiv * bake_cell_size;
bake_subdiv = nearest_shift(subdiv) + 1;
capture_subdiv = bake_subdiv;