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-rw-r--r--drivers/gles3/shaders/cubemap_filter.glsl4
-rw-r--r--drivers/gles3/shaders/scene.glsl4
2 files changed, 6 insertions, 2 deletions
diff --git a/drivers/gles3/shaders/cubemap_filter.glsl b/drivers/gles3/shaders/cubemap_filter.glsl
index d83a109cb9..f94ac8c81c 100644
--- a/drivers/gles3/shaders/cubemap_filter.glsl
+++ b/drivers/gles3/shaders/cubemap_filter.glsl
@@ -35,7 +35,7 @@ uniform sampler2D source_dual_paraboloid; //texunit:0
#endif
#if defined(USE_SOURCE_DUAL_PARABOLOID) || defined(COMPUTE_IRRADIANCE)
-uniform int source_mip_level;
+uniform float source_mip_level;
#endif
#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA) && !defined(USE_SOURCE_DUAL_PARABOLOID)
@@ -236,7 +236,7 @@ vec4 textureDualParaboloid(vec3 normal) {
if (norm.z < 0.0) {
norm.y = 0.5 - norm.y + 0.5;
}
- return textureLod(source_dual_paraboloid, norm.xy, float(source_mip_level));
+ return textureLod(source_dual_paraboloid, norm.xy, source_mip_level);
}
#endif
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 1bef683b69..b4ceb7dcfd 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -1254,6 +1254,7 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi
vec3 light_attenuation = vec3(omni_attenuation);
#if !defined(SHADOWS_DISABLED)
+#ifdef USE_SHADOW
if (omni_lights[idx].light_params.w > 0.5) {
// there is a shadowmap
@@ -1298,6 +1299,7 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi
#endif
light_attenuation *= mix(omni_lights[idx].shadow_color_contact.rgb, vec3(1.0), shadow);
}
+#endif //USE_SHADOW
#endif //SHADOWS_DISABLED
light_compute(normal, normalize(light_rel_vec), eye_vec, binormal, tangent, omni_lights[idx].light_color_energy.rgb, light_attenuation, albedo, transmission, omni_lights[idx].light_params.z * p_blob_intensity, roughness, metallic, specular, rim * omni_attenuation, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light, alpha);
}
@@ -1316,6 +1318,7 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi
vec3 light_attenuation = vec3(spot_attenuation);
#if !defined(SHADOWS_DISABLED)
+#ifdef USE_SHADOW
if (spot_lights[idx].light_params.w > 0.5) {
//there is a shadowmap
highp vec4 splane = (spot_lights[idx].shadow_matrix * vec4(vertex, 1.0));
@@ -1332,6 +1335,7 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi
#endif
light_attenuation *= mix(spot_lights[idx].shadow_color_contact.rgb, vec3(1.0), shadow);
}
+#endif //USE_SHADOW
#endif //SHADOWS_DISABLED
light_compute(normal, normalize(light_rel_vec), eye_vec, binormal, tangent, spot_lights[idx].light_color_energy.rgb, light_attenuation, albedo, transmission, spot_lights[idx].light_params.z * p_blob_intensity, roughness, metallic, specular, rim * spot_attenuation, rim_tint, clearcoat, clearcoat_gloss, anisotropy, diffuse_light, specular_light, alpha);