diff options
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/gles2/shaders/scene.glsl | 2 | ||||
-rw-r--r-- | drivers/gles3/shaders/canvas.glsl | 2 | ||||
-rw-r--r-- | drivers/gles3/shaders/effect_blur.glsl | 2 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 4 |
4 files changed, 4 insertions, 6 deletions
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index bc83b69b49..3deb4e5467 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -84,8 +84,6 @@ uniform highp mat4 world_transform; uniform highp float time; - - #ifdef RENDER_DEPTH uniform float light_bias; uniform float light_normal_bias; diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index 86d8cf560e..51a4edd233 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -477,7 +477,7 @@ void main() { #if defined(NORMALMAP_USED) vec3 normal_map = vec3(0.0, 0.0, 1.0); - normal_used=true; + normal_used = true; #endif /* clang-format off */ diff --git a/drivers/gles3/shaders/effect_blur.glsl b/drivers/gles3/shaders/effect_blur.glsl index 2518cd7cd0..fc15ca31b1 100644 --- a/drivers/gles3/shaders/effect_blur.glsl +++ b/drivers/gles3/shaders/effect_blur.glsl @@ -272,7 +272,7 @@ void main() { float luminance = max(frag_color.r, max(frag_color.g, frag_color.b)); float feedback = max(smoothstep(glow_hdr_threshold, glow_hdr_threshold + glow_hdr_scale, luminance), glow_bloom); - frag_color = min( frag_color * feedback, vec4(luminance_cap) ); + frag_color = min(frag_color * feedback, vec4(luminance_cap)); #endif diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index e2e3584304..407e7ec591 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -1590,8 +1590,8 @@ void main() { #endif #if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) - vec3 binormal = normalize(binormal_interp);// * side; - vec3 tangent = normalize(tangent_interp);// * side; + vec3 binormal = normalize(binormal_interp); + vec3 tangent = normalize(tangent_interp); #else vec3 binormal = vec3(0.0); vec3 tangent = vec3(0.0); |