From df3b42411daafb4c9ba2e0d487b31a2cf8d73325 Mon Sep 17 00:00:00 2001 From: Yuri Roubinsky Date: Sat, 13 Nov 2021 17:24:31 +0300 Subject: Fix broken light_compute in mobile renderer --- servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl | 7 ++----- 1 file changed, 2 insertions(+), 5 deletions(-) diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl index e2fec87d2a..cfafde493b 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl @@ -1345,7 +1345,7 @@ void main() { #endif blur_shadow(shadow); - light_compute(normal, directional_lights.data[i].direction, normalize(view), 0.0, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0, + light_compute(normal, directional_lights.data[i].direction, normalize(view), 0.0, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0, albedo, alpha, #ifdef LIGHT_BACKLIGHT_USED backlight, #endif @@ -1358,7 +1358,7 @@ void main() { #endif */ #ifdef LIGHT_RIM_USED - rim, rim_tint, albedo, + rim, rim_tint, #endif #ifdef LIGHT_CLEARCOAT_USED clearcoat, clearcoat_gloss, @@ -1368,9 +1368,6 @@ void main() { #endif #ifdef USE_SOFT_SHADOW directional_lights.data[i].size, -#endif -#ifdef USE_SHADOW_TO_OPACITY - alpha, #endif diffuse_light, specular_light); -- cgit v1.2.3