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author | jsjtxietian <jsjtxietian@outlook.com> | 2024-01-23 12:47:58 +0800 |
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committer | jsjtxietian <jsjtxietian@outlook.com> | 2024-01-24 12:30:27 +0800 |
commit | 2004ad1ac57a7d30718f7eeda9b50fe36df005d0 (patch) | |
tree | 300f6efac856859acfffedd6095838e587123779 /drivers/gles3/shaders | |
parent | 6fea273ed3df7d4be9674d35aae698731fa823ea (diff) | |
download | redot-engine-2004ad1ac57a7d30718f7eeda9b50fe36df005d0.tar.gz |
Clean up outdated `USE_LIGHT_SHADER_CODE` usage
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index e95d684763..3e52af16eb 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -936,7 +936,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, bool is_di #endif inout vec3 diffuse_light, inout vec3 specular_light) { -#if defined(USE_LIGHT_SHADER_CODE) +#if defined(LIGHT_CODE_USED) // light is written by the light shader highp mat4 model_matrix = world_transform; @@ -1072,7 +1072,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, bool is_di alpha = min(alpha, clamp(1.0 - attenuation, 0.0, 1.0)); #endif -#endif // USE_LIGHT_SHADER_CODE +#endif // LIGHT_CODE_USED } float get_omni_spot_attenuation(float distance, float inv_range, float decay) { |