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authorRémi Verschelde <rverschelde@gmail.com>2024-08-16 10:35:44 +0200
committerRémi Verschelde <rverschelde@gmail.com>2024-08-16 10:35:44 +0200
commit94e9b2e2af30d8da8dd1d0203000cd3f7d7c64d7 (patch)
tree32e47f920d61d62255c6e74a99ce82475aa09292
parent987635b508ba9cd0f06e73dcf16e12645a468207 (diff)
parent4457b11ff0d8a4344118dee6ab0955c2dd6c68b9 (diff)
downloadredot-engine-94e9b2e2af30d8da8dd1d0203000cd3f7d7c64d7.tar.gz
Merge pull request #95379 from SlashScreen/fix_dir_light_layers
Consider visual layers for DirectionalLight
-rw-r--r--servers/rendering/renderer_scene_cull.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp
index c576c70029..06753c3fb7 100644
--- a/servers/rendering/renderer_scene_cull.cpp
+++ b/servers/rendering/renderer_scene_cull.cpp
@@ -3236,7 +3236,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
Vector<Instance *> lights_with_shadow;
for (Instance *E : scenario->directional_lights) {
- if (!E->visible) {
+ if (!E->visible || !(E->layer_mask & p_visible_layers)) {
continue;
}