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-rw-r--r--drivers/gles2/shaders/canvas.glsl3
-rw-r--r--drivers/gles2/shaders/scene.glsl2
2 files changed, 1 insertions, 4 deletions
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index 2292e3e068..0de60d7421 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -185,13 +185,10 @@ VERTEX_SHADER_CODE
mat4 bone_matrix = skeleton_transform * transpose(bone_transform) * skeleton_transform_inverse;
outvec = bone_matrix * outvec;
-
}
-
#endif
-
gl_Position = projection_matrix * outvec;
#ifdef USE_LIGHTING
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index 4f334d2be2..5cdf4ff04d 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -1254,7 +1254,7 @@ LIGHT_SHADER_CODE
float YdotH = dot(B, H);
float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH, cNdotH);
//float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH);
- float G = V_GGX_anisotropic(ax, ay, dot(T, V), dot(T, L), dot(B, V), dot(B, L), cNdotV, cNdotL))
+ float G = V_GGX_anisotropic(ax, ay, dot(T, V), dot(T, L), dot(B, V), dot(B, L), cNdotV, cNdotL);
#else
float alpha = roughness * roughness;