From d84c9523f79ad6bdcc454133295870641ab08fea Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Thu, 19 Jan 2023 19:40:28 +0100 Subject: Fix DirectionalLight3D shadow opacity on Forward Mobile rendering backend --- .../renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'servers/rendering/renderer_rd/shaders/forward_clustered') diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl index d32e6d717f..46c53c11ae 100644 --- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl @@ -1798,7 +1798,7 @@ void fragment_shader(in SceneData scene_data) { shadow = float(shadow1 >> ((i - 4u) * 8u) & 0xFFu) / 255.0; } - shadow = shadow * directional_lights.data[i].shadow_opacity + 1.0 - directional_lights.data[i].shadow_opacity; + shadow = mix(1.0, shadow, directional_lights.data[i].shadow_opacity); #endif blur_shadow(shadow); -- cgit v1.2.3