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-rw-r--r--drivers/gles2/shaders/scene.glsl26
1 files changed, 13 insertions, 13 deletions
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index 63eee4eb87..ac7a8796a3 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -1666,19 +1666,19 @@ FRAGMENT_SHADER_CODE
#ifdef USE_LIGHTMAP_CAPTURE
{
- vec3 cone_dirs[12] = vec3[](
- vec3(0.0, 0.0, 1.0),
- vec3(0.866025, 0.0, 0.5),
- vec3(0.267617, 0.823639, 0.5),
- vec3(-0.700629, 0.509037, 0.5),
- vec3(-0.700629, -0.509037, 0.5),
- vec3(0.267617, -0.823639, 0.5),
- vec3(0.0, 0.0, -1.0),
- vec3(0.866025, 0.0, -0.5),
- vec3(0.267617, 0.823639, -0.5),
- vec3(-0.700629, 0.509037, -0.5),
- vec3(-0.700629, -0.509037, -0.5),
- vec3(0.267617, -0.823639, -0.5));
+ vec3 cone_dirs[12];
+ cone_dirs[0] = vec3(0.0, 0.0, 1.0);
+ cone_dirs[1] = vec3(0.866025, 0.0, 0.5);
+ cone_dirs[2] = vec3(0.267617, 0.823639, 0.5);
+ cone_dirs[3] = vec3(-0.700629, 0.509037, 0.5);
+ cone_dirs[4] = vec3(-0.700629, -0.509037, 0.5);
+ cone_dirs[5] = vec3(0.267617, -0.823639, 0.5);
+ cone_dirs[6] = vec3(0.0, 0.0, -1.0);
+ cone_dirs[7] = vec3(0.866025, 0.0, -0.5);
+ cone_dirs[8] = vec3(0.267617, 0.823639, -0.5);
+ cone_dirs[9] = vec3(-0.700629, 0.509037, -0.5);
+ cone_dirs[10] = vec3(-0.700629, -0.509037, -0.5);
+ cone_dirs[11] = vec3(0.267617, -0.823639, -0.5);
vec3 local_normal = normalize(camera_matrix * vec4(normal, 0.0)).xyz;
vec4 captured = vec4(0.0);